Barbarian
Base Class: Barbarian

Those who follow the Path of the Worldbreaker have honed their rage for one purpose, to utterly destroy their enemies. Wielding heavy weapons & shaking the very earth on which they stand. Those who would challenge the worldbreaker will either simply be tossed aside, ignored, or won't live long enough to regret it.

Would appreciate some ideas and feedback. Thank you.

Quaking Swing

When you choose this archetype at 3rd level, if you miss a weapon attack while raging, you can force every creature your size or smaller except you that is standing within a 10ft radius centered on the space you just attacked to make a Strength Saving Throw. The difficulty for this Saving Throw = 8 + Your Proficiency Bonus + Your Strength Modifier. You may use this feature a number of times equal your constitution modifier (minimum of 1). On a failed save, a creature takes the normal damage of your missed attack, is knocked prone and becomes deafened until the start of your next turn. A successful save means taking only half the damage of the missed attack.  You regain all uses of this feature upon completing a Short or Long Rest..

Worldbreaker's Rage

At 3rd level, you may choose to enter this state as part of the bonus action you use to enter rage, or at the start of each of your turns while raging. While in this state you may ignore the Heavy & Two-Handed property of any weapons you are holding, & these weapons also gain the Versatile (2d8) & Thrown (20/60) property. This state lasts for the duration of your rage. Once you use this ability, you can't do so again until you finish a long rest.

At 14th level, you can use this ability twice, and regain all uses of it upon finishing a long rest.

Living Catapult

At 6th level , if you grapple a creature your size or smaller while raging, you can force the creature to make a Dexterity Saving throw as a bonus action. The difficulty for this Saving Throw = 8 + Your Proficiency Bonus + Your Strength Modifier. On a failed save the creature is thrown up to 20 feet away to a spot of your choice, knocked prone, and takes 2d6 bludgeoning damage. On a successful save, the creature is still thrown, but is not knocked prone and only takes half damage. If the creature collides with an obstacle before it moves 20ft away from you, it takes additional damage equal to a number of d4's times your rage damage bonus regardless of weather or not the creature saves. You may use this feature a number of times equal your constitution modifier (minimum of 1). You regain all uses of this feature upon finishing a short or long rest.

Worldbreaker's Presence

At 10th level, you don't need to use words to instill fear in someone. You gain proficiency in Charisma (Intimidation) checks if you don't already have it, and you gain a bonus equal to half your Strength Modifier (rounded up) when making these checks. 

At 18th level, your Charisma (Intimidation) checks can benefit from your Indomitable Might Feature.

Worldbreaker's Fury

At 14th Level, When you use Worldbreaker's Rage, your weapon attacks now deal one additional die of damage, and also gain the Light property. Additionally, you count as one size larger for the purpose of your Quaking Swing & Living Catapult features, and the ranges of both double for the duration of your Worldbreaker's Rage. 

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