Barbarian
Base Class: Barbarian

Barbarians of the Path of Primal Might have embraced the unfettered power that courses through every barbarian's veins, but where others call upon animal spirits or ancestral ghosts, you look inward to the absolute certainty of your own physical form. By embodying this primordial energy, you become capable of pushing your muscles beyond physical reason, defying the laws of nature through sheer force of will.

Primal Might

You can channel your inner power to perform Acts of Primal Might. You have a number of uses of this feature equal to twice your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Overstrain. When you perform an Act and have no uses remaining, you can attempt to push through the fatigue. You must succeed on a DC 10 Constitution Saving Throw. On a failure, you gain 1 level of the Exhausted condition. Each time you use this feature again before finishing a Short or Long Rest, the DC increases by 5. The DC resets to 10 after a rest.

Saving Throws. If an Act requires a saving throw, the DC equals 8 + your Strength modifier + your Proficiency Bonus.

At 3rd level, you know the following Acts:

  • Tenacity. As a Bonus Action, your carrying capacity and the weight you can lift, drag, and push are multiplied by 5 for 1 minute.
  • Power. When you fail a D20 Test that uses Strength, you can use a Reaction to reroll the die. You must use the new roll.
  • Instinct. As a Bonus Action, you gain a Climb Speed and Swim Speed equal to your Speed for 10 minutes. 

Force of Nature

Also at 3rd level, you gain Advantage on Saving Throws against environmental effects (such as Extreme Cold or Heat), and environmental effects do not impose Disadvantage on rolls you make (such as Heavy Precipitation or Strong Wind). Additionally, you can travel at high altitudes without penalty.

Unfettered Power

At 6th level, your mastery over your internal strength deepens. You gain the following additional Acts of Primal Might:

  • Leap. As a Bonus Action, your jump distance is tripled until the end of the turn, and your first jump this turn does not cost movement nor causes you any falling damage. If you jump at least 20 feet and land in the space of a Large or smaller creature, that creature must make a Dexterity Saving Throw. On a success, it is pushed to the nearest unoccupied space. On a failure, it is knocked Prone and takes nd6 Bludgeoning damage, where n is your Rage Damage bonus. This damage increases by 1d6 for every 10 feet your starting point was higher than your landing point. The maximum total number of dice cannot exceed twice your Rage Damage bonus.
  • Boot. When a Large or smaller creature enters your Unarmed Strike reach, you can kick them as a Reaction. The creature must succeed on a Strength Saving Throw or be knocked Prone and pushed 10 feet away.
  • Clobber. While you have a creature Grappled, you can use an Action to treat that creature as a Simple Melee Weapon to make an attack against another target. On a hit or miss, the grappled creature takes the attack's damage and is placed Prone in the nearest unoccupied space to the target. 
    • Damage: 2d10 + Strength modifier (Bludgeoning).
    • Properties: Heavy, Two-Handed, Thrown (range 20/60).
    • Mastery: Topple (you can use this property even if you don't have it practiced).

Note: Instead of using a creature as a weapon for your Clobber act, you may pick up and use any loose Medium or Large object within 5 feet as a weapon instead. 

Pulverizer

At 10th level, you strike with such force that your enemies' bodies buckle. When a creature you have knocked Prone attempts to stand up, it must first succeed on a Constitution Saving Throw against your Primal Might DC. On a failure, it cannot use its movement to stand up until the start of its next turn.

Seismic Impact

Starting at 14th level, your physical power reaches mythical proportions, allowing your movements to reshape the battlefield. You gain the following enhancements to your Acts of Primal Might:

  • Leap. Your jump distance is now multiplied by 5 instead of 3. Additionally, when you land after jumping at least 20 feet, every creature within a 5-foot Emanation of you must make the Dexterity Saving Throw described in the Act.
  • Boot. The distance you push a creature increases to 30 feet. You can push the target through the spaces of other creatures regardless of their size. Any creature the target passes through must succeed on a Strength Saving Throw or be knocked Prone.
  • Clobber. The Thrown range for this Act increases to 40/120 and it no longer has the Two-Handed property. Additionally, when you hit a target with this Act, every creature within 5 feet of the target must succeed on a Dexterity Saving Throw or take damage equal to half the damage dealt to the primary target.
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