Base Class: Barbarian
Destroy Your Enemies Completely and Utterly
Barbarians who walk the Path of the Annihilator believe in one very simple tactic in combat- break the opposition with decisive, destructive blows with weapons far too large for any sane person to wield. Hitting with the force of a "rampaging Tarrasque" according to some accounts, these Barbarians are more akin to forces of nature than single combatants on the battlefield, devoting their body, mind, and very soul to annihilating the enemy.
Level 3: Dual Wielding
While your Rage is active, you gain the following benefits.
How Are They Holding Those?! You can ignore the Two-Handed property of any Heavy melee weapon.
Why Are They Spinning?! While you are wielding a Heavy melee weapon in each hand, both of those weapons gain the Light property.
Level 6: Apoplectic Frenzy
While your Rage is active, the first creature you hit with a Heavy melee weapon on each of your turns takes extra damage from the attack equal to your Proficiency Bonus.
A creature that takes this extra damage suffers a negative effect, depending on the base damage type of the weapon used.
Bludgeoning. The target subtracts your Rage Damage bonus from its Armor Class until it is hit by an attack.
Piercing. The next time the target takes damage from any creature other than you, it takes additional damage equal to 2 times your Rage Damage bonus.
Slashing. The target has a penalty to the next attack roll it makes equal to your Rage Damage bonus.
Level 10: Whirlwind of Death
While you are wielding two Heavy melee weapons, you can activate the Nick mastery property on either weapon in addition to any other mastery properties.
In addition, damage from your attacks with Heavy melee weapons and from this subclass' features ignore resistance and immunity to Bludgeoning, Piercing, and Slashing damage.
Level 14: Apocalyptic Eruption
Once per active Rage, if you're wielding two Heavy melee weapons when you take the Attack action, you can substitute all of your attacks with an Apocalyptic Eruption. If you do so, you can first jump up to 100 feet in any direction. This movement does not provoke opportunity attacks. You then slam into the ground with your two weapons (you do not take any fall damage if you jumped into the air), and create one of the following effects of your choice. An effect can only be chosen if one of the Heavy melee weapons you're wielding deals the same damage type as the effect requires.
Bludgeoning. All creatures within a 30-foot Emanation originating from you must make a Dexterity saving throw, taking 8d8 Bludgeoning damage on a failed save, or half as much damage on a successful one.
Piercing. Choose a number of creatures within 60 feet of you, up to an amount equal to your Rage Damage bonus. Each target takes 3d10 Piercing damage, and makes a Dexterity saving throw. On a failure, a target takes 6d10 additional Piercing damage, and its Speed is reduced to 0 until the start of your next turn. On a success, a target takes half as much damage and its Speed is only reduced by 10 feet.
Slashing. You can make one attack with the slashing weapon you are wielding against any number of creatures within 15 feet of you. If an attack hits, it deals additional damage. To determine this damage, roll a number of d12s equal to your Rage Damage bonus, and add them together. The extra damage is Slashing, and you cannot activate any mastery properties for these attacks, unless that mastery property is Graze.
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