Base Class: Barbarian
You are the roar that thunders from the cliffs. You are the dread of the slopes. Each swing of your weapon is the anger of the mountain, the crush of stone, the crash of ice, the promise of overwhelming fury. You channel the force of motion into terrible blows and inexorable speed, able to discharge the buildup of energy into great feats of strength or inexhaustible acts of endurance. And with it, your charge is inescapable, your wrath irresistible, your might undeniable. Your blows shatter gates and walls and fell giants and dragons with contemptuous ease. Those who walk this path often garb themselves in bright colors and exotic tokens, vibrant feathers and vicious fangs, to draw the gaze of friend and foe alike so they may witness and remember your dauntless power.
P.S. DND Beyond's homebrew creation formatting is lacking in various aspects, as many of you may know. I am unable to hide the repeated list Momentum Power options
Momentum Powers
At 3rd level when you select this path, you can channel your motion into great feats of strength and violence. You learn two momentum powers of your choice, which are detailed below. Momentum powers require momentum points to use. You learn one additional momentum power of your choice at 7th, 10th, and 15th level. Each time you learn a new momentum power, you can also replace one power you know with a different one.
- Wall Breaker. Spend 1 momentum when you hit with an attack on an object to deal double damage.
- Speeding Boulder. Spend 1 momentum to increase your speed by 10 feet until the end of your turn.
- Irresistible Onslaught. Spend 1 momentum to use your bonus action to shove a creature 5 feet or knock a creature up to one size larger than you prone.
- Inescapable Wrath. Spend 1 momentum to take the Disengage action as a bonus action. When you do, you ignore difficult terrain until the end of your turn.
- Mighty Mien. Spend 1 momentum when you make an Intimidation or Performance check involving Strength to gain advantage on that check.
- Potent Thew. Spend 1 momentum and, until the beginning of your next turn, you count as two sizes larger, up to a maximum of Huge.
Generating Momentum
You generate momentum under the following conditions:
- If you are raging and move at least 30 feet during your turn or take the Dash action, you generate 1 momentum.
- If you are raging and knock a hostile creature prone or push it 5 or more feet, you generate 1 momentum.
- If you take damage from a trap, environmental hazard, or hostile creature, you generate 1 momentum.
- If you roll a 20 on an attack roll or reduce a hostile creature to 0 hit points with a melee attack, you generate 1 momentum.
You can spend up to your proficiency bonus in momentum points in a single round. If you have any at the end of your turn, you lose half your momentum (minimum 1) if any of the following apply:
- You ended your rage that turn.
- You did not move that turn.
- You did not gain or spend momentum that turn.
Inescapable Wrath
Spend 1 momentum to take the Disengage action as a bonus action. When you do, you ignore difficult terrain until the end of your turn.
Irresistible Onslaught
Spend 1 momentum to use your bonus action to shove a creature 5 feet or knock a creature up to one size larger than you prone.
Mighty Mien
Spend 1 momentum when you make an Intimidation or Performance check involving Strength to gain advantage on that check.
Potent Thew
Spend 1 momentum and, until the beginning of your next turn, you count as two sizes larger, up to a maximum of Huge.
Speeding Boulder
Spend 1 momentum to increase your speed by 10 feet until the end of your turn.
Wall Breaker
Spend 1 momentum when you hit with an attack on an object to deal double damage.
Greater Momentum Powers
When you reach 6th level, you learn to harness your momentum into even greater acts of strength and fury. You learn one greater momentum power of your choice, which is detailed below. Greater momentum powers require momentum points to use. You learn one additional greater momentum power of your choice at 9th, 12th, and 17th level. Each time you learn a new greater momentum power, you can also replace one greater power you know with a different greater one.
- Dauntless Advance. Spend 2 momentum points as a bonus action and either gain a number of temporary hit points equal to twice your Constitution modifier (minimum of 1) or remove one of the following conditions from yourself: blinded, deafened, frightened, or poisoned.
- Defiant Fortitude. Spend 2 momentum points when you make a Constitution or Strength ability check or saving throw and gain a +5 bonus to your roll.
- Overwhelming Obstinacy. Spend 2 momentum points when you are hit with an attack. Until the beginning of your next turn, you have resistance to all damage other than force damage and psychic damage.
- Unrestrained Rage. Spend 2 momentum points as a reaction when a spell or other magical effect would reduce your speed or cause you to be paralyzed or restrained. You ignore that effect until the beginning of your next turn. In addition, you can spend 1 momentum point to escape from nonmagical restraints, such as manacles or a creature that has you grappled.
- Thunderous Awe. Spend 2 momentum points as a bonus action to give creatures of your choice within 60 feet disadvantage on Insight, Perception, and initiative checks until the end of their second turn.
- Relentless Wrecker. Spend 2 momentum points to make an additional melee weapon attack when you take the Attack action.
Dauntless Advance
Spend 2 momentum points as a bonus action and either gain a number of temporary hit points equal to twice your Constitution modifier (minimum of 1) or remove one of the following conditions from yourself: blinded, deafened, frightened, or poisoned.
Defiant Fortitude
Spend 2 momentum points when you make a Constitution or Strength ability check or saving throw and gain a +5 bonus to your roll.
Overwhelming Obstinancy
Spend 2 momentum points when you are hit with an attack. Until the beginning of your next turn, you have resistance to all damage other than force damage and psychic damage.
Relentless Wrecker
Spend 2 momentum points to make an additional melee weapon attack when you take the Attack action.
Thunderous Awe
Spend 2 momentum points as a bonus action to give creatures of your choice within 60 feet disadvantage on Insight, Perception, and initiative checks until the end of their second turn.
Unrestrained Rage
Spend 2 momentum points as a reaction when a spell or other magical effect would reduce your speed or cause you to be paralyzed or restrained. You ignore that effect until the beginning of your next turn. In addition, you can spend 1 momentum point to escape from nonmagical restraints, such as manacles or a creature that has you grappled.
Living Avalanche
Starting at 10th level, you can smash through your foes with relentless aggression. If you knock a creature prone or push it 5 or more feet, you can choose to either make an immediate melee weapon attack against it or to increase your speed by 20 feet until the beginning of your next turn.
Endless Momentum
Beginning at 14th level, you learn how to hold the power of the avalanche within yourself. When you roll initiative, you gain a number of momentum points equal to your Constitution modifier (minimum of 1). In addition, while raging, your movement increases by an additional 10 feet when you aren’t wearing heavy armor and your Rage damage bonus is doubled if you move at least 30 feet on your turn.
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