Base Class: Barbarian
With deepseeded anger issues, Path of Unyielding Wrath walkers are quick to unleash their fury. When push comes to shove, they will attack at push. Especially, if that push is directed towards someone they care about. Despite being abbrasive and belittling towards their comrades, PoUW barbarians are still fiercly protective of them. They will respond unproportionally violent towards anything that does any percieved slight or harm against their comrades, real or not.
Blind Rage
Starting when you choose this path at 3rd level, you can go blind with rage, figuratively.
For the duration of your rage you can add a D4 to every melee weapon attack you make, however you cannot dicern friend from foe and must attack the closest creature to you. You can choose not to attack by using a bonus action to end your rage. The dice becomes a D6 at level 6, D8 at level 10 and D10 at level 14.
Force of fury
At level 6, while you rage, you can strike with the force of your fury.
Make a weapon melee attack. On hit, the target takes five D8 force damage in addition to your weapon damage. Regardless of hit, every creature within a 5-foot radius of the intended target (except yourself) must make a strength saving throw against your DC. If they fail; they are knocked prone. Likewise, regardless of hit, you roll all attack damage , you take half of the rolled damage. You can not use this feature again until you have completed a short or long rest. The dice increase to nine D8 at level 10, and trirteen D8 at level 14.
The Anger of Gods
Bahgtru
Yurtrus
You become immune to poison while you are raging.
You gain resistance to disease and get profiency with Poisoner's Kit.
You learn the cantrips Poison Spray, Chill touch and Acid splash. You can cast the cantrips while raging
Gift of Wrath
At level 14 you have showed that your anger are worthy a gift from the gods. You choose between Bahgtru vigor or Yurtrus vile.
Bahgtru's vigor
A wall of strong wind rises from the ground centered on you. The wall is 20 feet radius, 15 feet high, and 1 foot thick. The wall lasts for the duration of your rage. When the wall appears, all creatures within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save. Creatures that are immune to bludgeoning automatically succeed on this saving throw. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Creatures in gaseous form can't pass through it.
You regain one rage
You regain one D4 maneuvers
You regain Force of Fury
You can use this features once per long rest.
Yurtrus' vile
A stinking cloud emanates from you for duration of your rage. You create a 20-foot-radius sphere of yellow, nauseating gas centered on yourself. The cloud spreads around corners, and its area is heavily obscured. All creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed the saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You cannot use this feature until you have finished a long rest.
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