Barbarian
Base Class: Barbarian

Path of the Juggernaut Barbarians don't just lead the charge they embody it, steamrolling their opponents and grinding them to dust. They are physical beasts, with bodies honed to the extreme for a singular purpose, trampling their foes.

Stampede

If you make a melee attack immediately after moving 15ft or more in a straight line and the Attack hits add (STR mod) to your damage roll.

At level 6, add 1d4 for each additional 10ft of movement made in the same continuous line.

At level 10, the added damage die becomes 1d6. Additionally the creature must make a STR saving throw or be knocked prone.(A creature cannot be knocked prone if they are more than 1 size larger than you.)

At level 14, the added damage die becomes 1d8.

At level 20, the added damage die becomes 1d10. Additionally when the creature makes its saving throw the creature is knocked prone regardless of the result, if the throw is failed the creature is stunned for 2 turns.

Ravaging Blitz

Upon entering Rage you can Dash as a Bonus Action to rush 1/2  your movement + 1/2 of your Dash in a vicious charge breaking the defenses of all enemies within 5ft of your path. All affected creatures have their AC reduced by (1 +1/2 Proficiency Rounded down) until the end of their next turn. Any creature making an attack of opportunity on you as you perform your Ravaging Blitz does so at DIS.

Furious Momentum

When making a Dash action your path is unhindered by creatures, breakable objects and some structures.

  • While taking the Dash action increase your AC by 2.
  • You are granted Siege during the Dash if you attempt to path through a structure or object. Attempts to Dash through an object are treated as attacks on that object using Unarmed Strike.
  • If you end your Dash within 5ft of a creature you can choose to move that creature up to 20ft away from you. 

Unstoppable Force

Clear your path without fail. 

  • You may now take the Dash action as a Bonus Action whenever you move 10ft or more on your turn.
  • When you make any melee attack while you are Dashing or after you have taken a Dash action you may choose to do so with advantage. Attacks made in this way count as Critical if the Attack Roll is 17 or greater.
  • You may Dash through spaces occupied by creatures no more than 1 size greater than yourself. Additionally any creature occupying a space you Dash through must make a STR saving throw or be moved 5ft to an empty space not along the path of your movement. Any creature that does not move in this way will instead take 1d12 Force damage, taking half damage on a success. Creature may choose to fail this effect. 

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