Barbarian
Base Class: Barbarian

These barbarians where once kings in the days of old; having the power of chaining multiple attacks with the elements. Powerful, forthright, and epicly fearsome. Although; great power comes with a steep price. Accepting this power renders the body useless overtime. Slowly turning you Hollow. Your health maybe slowly going; however, you know the hardest wills require the hardest sacrifices. 

**This class demands you use a great weapon, no other weapons are allowed**

**Damage done from the start of each round by "hollowing" cannot be healed. Regular combat damage can be healed**

**At end of combat, or when rage ends "hollow counters" are removed**

A Kings Oath

Starting at 3rd level, while raging, you unlock the ability to attack again as a bonus action. While raging you get a hollowing counter (example:1 hollow counter= you lose 2hp at 3rd level). Hollowing triggers each round. For each "hollow" counter you have, when you use your bonus action to attack, you add 2 damage for each hollow counter you have. 

Hollow damage scaling: 

Level 3- you take 2 damage at start of the round

Level 4- you take 3 damage at start of round

Level 5-7- you take 5 damage at start of round

Level 8-13- you take 6 damage round start

Level 13+ - you take 7 damage round start

 

A Kings Wrath

Starting at 6th level, as part of entering a rage, you can imbue your weapon with the elements. Choose one of the following effects for your bonus attack, it lasts until your rage ends. You can change elements freely. 

 
  • Lightning- Add one d4 dice to your damage total. If you choose this element the creature must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution Modifier); or be electrified outright. Making the creature unable to move next turn. This damage increases to 1d8 at 10th level and to 2d8 at 14th level.

  • Rock-. Add one d4 dice to your damage total. If you choose this element the creature must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution Modifier); or be crushed outright. The targets AC is reduced by 2. Max of 4AC reduction total per creature. This damage increases to 1d8 at 10th level and to 2d8 at 14th level. 

  • Water-.Add one d4 dice to your damage total. If you choose this element the creature must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution Modifier); or be slashed outright. The creature takes a extra 2dmg. This damage increases to 1d8 at 10th level and to 2d8 at 14th level.

  • Air-Add one d4 dice to your damage total. If you choose this element the creature must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution Modifier); or be pushed outright. Pushing the creature back 15ft. This damage increases to 1d8 at 10th level and to 2d8 at 14th level.

A Kings Vigor

Beginning at 10th level, at the start of your turn, you can remove hollow counters in exchange to gain HP lost by hollowing. Alternatively, you can choose to remove any number of counters, and heal your teammates with the HP you would have gained. 

Selfless King

Starting at 14th level, the curse inside you manifests. You gain the ability to add any number of Hollow counters to yourself each round start, if you choose. You now have the ability to vaporize an area around yourself within 30ft. on reaction, or regular action. Each hollow counter you remove toward this ability triggers a blast. Each target within range takes 1d4 radiant or necrotic damage on a failed save, or half as much damage on a successful one, for each counter removed. You and your teammates are unaffected by the blast. 

Path Of The Hollow King Image

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