Base Class: Barbarian
Battle is the heart and soul of a barbarian, some hail from tribal and savage lands. While some never leave them and are more than happy to fight for their tribe, some make their way to proper society, to nations where wars are guaranteed to happen one day, as mortals always find a reason to fight one another. These warriors are at home in the chaos of overwhelming numbers and indiscriminate slaughter. The banner they fight for is merely a formality.
Warmongers thrive when outnumbered and revel in the brutal destruction of their enemies, with weapons others would find unwieldy they carve their way through battlefields leaving oceans of blood in their wake and mounds of corpses to stand upon when they finally triumph. The common footsoldier trembles when they come face to face with these warriors who in spite of their chosen weaponry, bear uncanny speed when the thrill of battle is upon them.
Path of the Warmonger Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Heavy Armaments, Boundless Endurance |
| 6th | Collateral Strikes |
| 10th | First in, Last out |
| 14th | Unending Assault |
Heavy Armaments
3rd-level Path of the Warmonger feature
Starting when you choose this path at 3rd level, you gain the ability to wield melee weapons that bear the two-handed and heavy properties with a single hand, allowing you to use a shield in your off-hand, or dual-wield them following the normal rules for dual-wielding.
Boundless Endurance
3rd-level Path of the Warmonger feature
Starting at 3rd level, when you reduce a creature to 0 hit points with a melee weapon attack you gain temporary hit points equal to your Constitution modifier (Minimum = 1) for 1 minute, you cannot gain temporary hit points with this feature if you currently have temporary hit points from any source.
Collateral Strikes
6th-level Path of the Warmonger feature
Beginning at 6th level, your attacks bring danger to any enemy that stands before you. When you successfully hit with a melee attack, enemy creatures that are within 5 feet of your initial target must make a Dexterity Saving Throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take damage equal to your Strength modifier.
First in, Last out
10th-level Path of the Warmonger feature
Beginning at 10th level, you gain the ability to always take the initiative in a fight. When combat starts you gain a free turn at the start of the first round of combat, ignoring initiative. After that free turn initiative proceeds as normal.
In addition at the end of every round of combat, you can use your reaction to move up to your speed before the next round of combat begins.
Unending Assault
14th-level Path of the Warmonger feature
Starting at 14th level, when you use your bonus action to make an attack with an off-hand weapon, an ability granted by a feat, weapon feature, or a spell, you attack a second time as part of that same bonus action.