This archetype is inspired by characters like Marvel's Juggernaut, focusing on building momentum and becoming an unstoppable force on the battlefield. The momentum point system encourages aggressive play while providing tactical options. The resistance to all damage while raging represents the mystical invulnerability that defines this type of character, while the capstone ability makes the barbarian a truly devastating force without being completely game-breaking.
Inexorable Momentum
When you enter rage, you gain momentum that builds as you move and attack. You gain "momentum points" equal to your proficiency bonus when your rage begins. You gain 1 additional momentum point whenever you move at least 10 feet in a straight line before making an attack, or when you successfully hit with a melee attack. The maximum number of momentum points you can have at one time equals twice your proficiency bonus.
You can spend momentum points as a bonus action (unless otherwise stated) to fuel the following effects:
- **Devastating Strike**: Add +2 damage per point spent to your next melee attack (maximum points spent equals half your proficiency bonus, rounded down)
- **Unstoppable Advance**: Move through occupied spaces of creatures your size or smaller (spending 1 point per creature)
- **Ignore Obstacles**: Ignore difficult terrain until the start of your next turn. (1 point)
All momentum points are lost when your rage ends.
Mystical Invulnerability
While raging, you have resistance to all damage types except psychic.
Additionally, you can now spend 2 momentum points as a reaction to gain advantage on a saving throw or ability check against being pushed, pulled, knocked prone, or moved against your will.
Nothing Stops This Train
Your carrying capacity is doubled.
You also gain more ways to spend momentum points in the following ways:
- **Devastating Charge**: Spend 2 momentum points when you hit with an attack after moving at least 20 feet in a straight line. The attack deals an additional 1d6 damage and the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked back 10 feet and prone. If the target hits a wall or obstacle, they take an additional 1d6 bludgeoning damage.
- **Destructive Force**: Spend 2 momentum points to deal double damage to objects and structures with all your attacks until the beginning of your next turn
- **Breakthrough**: Spend 1 momentum point to automatically break through barriers like doors, walls, or other obstacles (DM's discretion on what can be broken)
- **Unstoppable Will**: Once per rage, when you fail a saving throw against a spell or effect that would restrain, paralyze, slow, move you against your will or otherwise impede your movement, you can spend 3 momentum points as a reaction to reroll the saving throw with advantage
Avatar of Inevitability
As a bonus action, once per long rest while raging, you can enter an "unstoppable state" for 1 minute. During this time, you double your Strength modifier when adding it to melee damage rolls, your movement increases by 10 ft, you automatically succeed on Strength checks and saving throws, your movement cannot be reduced or prevented by any means, and you cannot by forced to move by other means.
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