Base Class: Barbarian
"He tore through the army without a break of sweat, his axe cleaved men in half as if they were paper, his wounds showed signs of death to a normal man. He was not normal, he was a demon that ripped off a horses head with one arm, while drinking its blood, he was pierced by 6 spears and made them look as if they were mere toothpicks. He used the horse head as a club, smashing the skulls of any who were too close open. After 20 minutes of fighting the army of 210 soldiers, only 89 were left before they retreated, he stood on the bodies of the dismembered and unrecognizable, then he started to break a sweat."
-Accounts of Legendary Warriors, Ch 30, Pg 3.
The path of the cataclysm is a subclass that is ment to have you become an unstoppable force that can't be killed by normal means.
Level 3: Cataclysmic Fury
You gain the power to deal cataclysmic damage. After you finish a long rest, choose one of the following benefits.
You gain an additional choice and options at 6th, and 10th level.
Blood Driven
When you are Bloodied, you gain Advantage on your attacks.
Hands of War
You treat weapons that have both the heavy and two handed properties, as light and versatile.
Seige Weapon
When you hit a structure or object with an attack, you deal double damage.
Level 3: Cataclysmic Aura: War
While Raging you can choose this Aura of Endless War.
When you rage you gain extra attacks equal to your proficiency bonus. You can give, up to 1 attack on their turn, to an ally that starts its turn or enters for the first time on its turn within a 15-foot emanation centered on you. Additionally you can spend one to make a creature lose one attack on its turn. Once all attacks are used your rage ends early.
Level 10: Cataclysmic Aura: Destruction
As you follow the raging earth you become a force of nature. You gain two benefits.
Destructive Weapon. You become one size larger and deal an extra 1d6 damage with melee attacks.
Destructive Shockwave. When you make an melee attack on a hit or miss you can slam the weapon into the ground and cause the ground to shatter, each creature that is medium or smaller within a 5-foot emanation must succeed on a Strength saving throw, the DC being 8 + your prof + your Strength modifier, or become prone.
At 14th level, you deal an extra 1d10 damage with your attacks and the area of effect becomes 15ft, and can affect large or smaller creatures.
Cataclysmic Fury
At 6th level, you gain an additional option from cataclysm fury.
You gain an additional choice and options at 10th level.
Bloodthirsty
When you reduce a creature to 0hp, you gain hp equal to the weapon damage dealt.
Code of Honor
You deal 2 extra damage per consecutive hit on creature. This effect resets if you hit another creature.
Wrathful Save
When you are subjected to a saving throw, you can use your reaction to change the saving throw to a Strength saving throw. Once you use this three times, you must finish a short rest to recharge all spent uses.
Cataclysmic Fury
You gain the power to deal cataclysmic damage. After you finish a long rest, choose one of the following benefits.
Aether's Carapace
You gain a +10 to your AC. Regardless of if a creature hits or misses, the carapace loses 1 AC, to a minimum AC bonus of 2.
Atheros's Spear
You gain a Spear, the Spear is magical and returns to your hand when thrown.
When you choose this option, you can attune to the spear immediately, if you don't have a attunement slot, you can reduce your hp maximum by your level to attune to it anyway. While attuned you also gain the following benefits.
The Spear gains a bonus to attack and damage based on your Strength modifier.
Soul of War. You are immune to the prone, frightened, and charmed conditions while attuned to the Spear.
Orraggim's Blood
When you enter combat and are bloodied, you can deal up to 3 death failures to yourself, for every failure, you gain 3 hit dice per failure in health. You also deal damage to all enemies within 30ft of you equal to the amount of hp recovered in necrotic damage.
Level 14: Cataclysmic Event
Starting at 14th level, you become the epitome of destruction. You can use your action to activate Cataclysmic Event which allows you to use all the auras during your rage. This rage lasts for an hour and gives you the following benefits to the auras
- Cataclysmic Aura: War. The attack you gain are recharged after the start of your turn. Creature with an attack from you also become immune to the charmed and poisoned conditions.
- Cataclysmic Aura: Blood. You become resistant to three damage types of your choice. You also immediately cast the Power Word Fortify spell.
- Cataclysmic Aura: Destruction. You can use a bonus action to cast the following spells at 5th level Erupting Earth, Storm Sphere, Control Winds, you don't need to concentrate in these spells unless you cast a spell again.
End of Calamity. After you are reduced to 0hp, or at the end of the cataclysmic events duration, you fall into a [Tooltip Not Found] state.
Level 6: Cataclysmic Aura: Blood
The Bloodthirsty violence overtakes you and causes others to bleed from their wounds when they attack.
Bloody Vengeance. When a creature within 60ft of you damages another creature, you can choose to negate that damage up to your barbarian level. Once you use this, you can then damage the creature your Constitution modifier in necrotic damage.
At 10th level the damage you deal is twice your Constitution modifier.
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