Barbarian
Base Class: Barbarian

What happens when a barbarian agrees with the tenets of conquest and tries to uphold them?  A Path of the Conqueror barbarian is born. Wielding a level of brutality even higher than that of other barbarians, Conqueror's seek to expand their influence and might across the lands, becoming a figure of legend and fear for all those who have heard their name.

Hemorrhage

Beginning at 3rd level, your weapon attacks become truly lethal. When you deal damage with a melee weapon with the heavy property, you may choose to Hemorrhage them, causing deep bleeding. Consecutive strikes will cause further hemorrhaging, up to a maximum amount on one creature equal to your proficiency bonus.

     For every level of hemorrhage on a creature, they suffer 1 necrotic damage at the beginning of each of their turns. A creature is relieved of all levels of hemorrhage when they receive magical healing or when they or a creature within 5-feet of them uses their action to make a medicine check to patch them up. The DC is equal to 8 + Your Strength Modifier + Your Proficiency bonus.

Presence of the Conqueror

Additionally at 3rd level, your mere presence inspires awe and fright in those around you. By expending a usage of your rage as a bonus action, you gain the following benefits for 10 minutes:

  • You may use your Strength modifier in place of charisma for any charisma based check (Deception, Intimidation, Performance, and Persuasion).
  • You and all allies within 15-feet of you have advantage on saving throws against the frightened condition as your presence sooths.

     You also gain these benefits while your rage is active

Armor Shredder

Beginning at 6th level, you have realized that people get more frightened when being shown that hiding behind armor is useless. While your Presence of the Conqueror is active or while you are raging, you reduce the AC of all creatures of your choice within 15-feet of you by an amount equal to half of your proficiency bonus.

Brutal Sweep

Once you reach 10th level, you learn a new technique with your heavy weapons to further obliterate foes. While wielding a heavy melee weapon in two hands, you may use your action to sweep it in a devastating blow.

     All creatures within 10-feet of you must succeed on a dexterity saving throw (Using the previous DC calculation method) creatures within 5-feet of you automatically succeed on this saving throw as they avoid the most dangerous part of your weapon.

     On a failed save, creatures suffer two levels of hemorrhage and take damage equal to double your weapons normal damage dice. On a successful save they receive half this damage and only receive one level of hemorrhage. Creatures within 5-feet of you take bludgeoning damage as opposed to the weapons normal damage type.

Vertical Guillotine

Finally at 14th level, you have perfected a swift and devastating blow to invoke fear in everyone around you. As an action you make a special attack using a heavy melee weapon you are wielding, choose a target within 30-feet of you as the recipient, you leap towards them, landing in a spot within 5-feet of them.

     Make an attack roll against the chosen target, this attack is guaranteed to be a critical hit. If the target is a creature and they are suffering from the maximum amount of hemorrhage stacks, this attacks critical damage is tripled instead of doubled.

     If this reduces the target to 0 HP and they were a creature, you viciously execute them, splitting them down the middle. You may then immediately use this ability again as apart of the same action, targeting a new creature within range. 

     If you miss with this special attack, you may not use it again for another minute. If you hit with it, you may not use it again until you complete a long rest.

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