Barbarian
Base Class: Barbarian

To become a Slayer is to become an engine of mass destruction, a warrior that seeks nothing more in life than an honorable and glorious death, and to be remembered in the saga's of his people for all time. The life of a Slayer is a solitary existence after battle. Most warriors would die upon their first or second battle against their enemies, but those that survive these battles whether by their sheer martial skills, toughness or determination have been molded into a magnificent whirlwinds of destruction. This natural selection weeds out all but the most exceptional of their kind, meaning that any Slayer met is most likely psychopathically dangerous.

Duel Wielding Flurry

When you choose this path at 3rd level, You become a fury like a storm, unyielding in your attacks wielding weapons in each hand. When you engage in two-weapon fighting you can add your strength ability modifier to the damage of the bonus action attack. Once on each of your turns when you use Reckless Attack, your Rage is active, and you have a weapon weilded in each hand, you can make one additional weapon attack as part of the same action.

Weapon Toss

At 3rd Level, you have taken full advantage of attacking creatures that you may not be able to reach by just running at them. while raging, weapons you wield gain the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The weapon’s benefits are suppressed while a creature other than you wields it. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

Battle Shout

Beginning at 6th level, As part of the Bonus Action you take to enter your Rage, you can let out a mighty Battle Shout striking terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. Creatures with the Deafened condition automatically suceed on the save.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it..

Meteor Crash

Beginning at 10th level, you are able to leap in the air and crash into the fray like a meteor crashing into the ground. As part of the Bonus Action you take to enter your Rage you cast jump on yourself. when you land from a jump or fall and take damage you do not fall prone.

When you land after a fall or a jump, as a reaction, every creature within 5 feet from where you land must make a Dextarity saving throw vs (8+con+prof), on a failed save a creature your land on takes 1d6 bludgeoning damage for every 10 feet traveled and 1d4 bludgeoning damage for every 10 feet traveled within 5 feet of you. if the creature is your size or smaller it is knocked prone, and on a successful save they take half damage and are not knocked prone. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it

Whirlwind of Destruction

Starting at 14th level, As an action you start to spin, you may make melee attacks with each weapon you wield against any number of creatures within 5 feet of you, with separate attack rolls for each target. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

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