Barbarian
Base Class: Barbarian

The Barbarian who chooses this path respects the kings of the past. As they dove into research, they discovered that each King had a weapon that they would use for all their battles. The blood-soaked weapons would often be buried with those kings and their spirit would continue on. The path of the gauntlet is a path of arcane weaponry that will aid in the hardcore vengeance of these Barbarians. A slighted and cast-out person will often choose this path as a road to redemption.

Arsenal

Starting when you choose this path at 3rd level, you gain access to the Arsenal. Three ethereal weapons surround you giving you access to their abilities and powers. Each weapon is of a king who has died within the planes of existence that you are playing.  All secondary abilities are only activated while in Rage. If a player wishes to use these abilities they must maintain rage. The DM can determine any extra abilities these weapons can have. The minimum is:

Level 3-The Binder's bladed whip appears in your hand. Upon attacking with this weapon it will deal 1d8 slashing+STR+Profiency.

While Raging, when this weapon hits it's target the Barbarian can choose to constrict the enemy. The enemy must make a STR saving throw or be grappled. The whip can no longer be used for an attack while the enemy is grappled. If the enemy attempts to break free it will cut itself on the barbs and take 1d4 slashing and 1d4 poison damage. The moment the enemy breaks free the whip will return to the grasp of the Barbarian. The Barbarian cannot wield any weapons while the whip is grappling an enemy.

The whip is a Blood red colour with dark green blades positioned throughout. 

Level 3-The Shade's Greataxe appears in your hand. Upon attacking with this weapon it will deal 1d12+STR+Proficiency.

While Raging, When this weapon strikes an enemy a burst of darkness is released. This darkness fills around the enemy in an orb that is just the size of the enemy. It will follow the enemy until the beginning of the Barbarians next turn or until the weapon strikes a different enemy. The enemy is completely blind within this sphere and needs to make a CON saving throw or be frightened for 2 rounds.

The Greataxe is dark to the point that it looks black. The Haft is an arcane blue and glows slightly. 

Level 3- The Pyro's longsword appears in your hand. Upon attacking with this weapon it will deal 1d8+STR+Profiency as well as 1d4 fire damage.

While Raging, The weapon has a reservoir of oil that runs along the fuller of the blade. The edges are ridged and can release the oil upon an enemy. This will burn the enemy for 1d6 fire damage over three turns unless the fire is put out.

The blade is constantly on fire so the colour cannot be ascertained. 

Level 6- The Brickbreaker's Maul appears in your hand. Upon attacking the weapon will deal 2d6 bludgeoning damage+STR+proficiency.

While Raging, This weapon can deal extra damage if the armour class of your opponent is higher than your attack roll. If you were to miss you can make a d4 roll and add it to your attack roll. If you hit the weapon ignores the armour and deals 2d10 piercing damage instead of the D6's.

This weapon deals ten times damage against buildings or objects. The maul is ornate and inlaid with gold but made from marble.

Level 10-The Mariner's Trident appears in your hand. Upon attacking the weapon will deal 2d6+STR+proficieny.

This weapon allows the creation of a torrent of water that deals 1d10 of damage as the water strips the outer layer of any creature off. This torrent is strong enough to strip armour off a person and weaken wood. The torrent takes up a 5-foot square. This torrent will remain and can drown an enemy that is grappled in the area. An enemy trapped within will take 1d6 damage, they can make a DEX saving throw at the beginning of each of their turns to attempt to escape the torrent.

The trident is a deep blue colour and inlaid with jade throughout in wave patterns. It is a four-pronged trident. 

Level 14- The Reaper's Scythe appears in your hand and your skin begins to look like it is flaking off of your skin. Your eyes turn completely white and a swirl of darkness appears at your feet. Upon attacking the weapon will deal 2d10 slashing+STR+profiency.

While Raging, As the blade arcs down toward the enemy the world around it slows. Upon a successful hit, the darkness swells through the Barbarian and runs down the Scythe into the enemy. This energy swells and implodes dealing 3d10 necrotic damage or half as much on a CON saving throw (DC 18). If this attack kills the enemy the soul will be ripped from their body and trapped within a pocket dimension contained within the Scythe. This world is terrifying, resulting in the patron continually screaming which can be heard from the Scythe whenever it is swung toward an enemy.. As more souls are trapped the scream gets louder. Any enemy who hears it (DC 20 Con save).

The Scythe has a cherry wood handle and the blade is made of pure hardened Obsidian. 

Prayer to the Kings

You make a prayer towards the previous kings. They will extract one aspect of an enemy or a piece of information about the location that you are within. The Arsenal will spin around you increasing your AC by 10 while this is happening.

King's intimidation

Beginning at 10th level, you call upon the kings to boost your presence. You can be the most intimidating presence in a room. The kings boost your vocals and the arsenal appears behind you. You have advantage on every intimidation check. 

Decked out

At 14th level, you gain your last weapon in your arsenal. As such you can choose to always have arcane energy surrounding you. A faint blue shimmer appears (if you choose) and gives you a few advantages. 1st-you are resistant to magical attacks. 2nd- you can increase one stat by one point. and 3rd- you gain advantage on all saving throws. The light from the arcane energy is bright and can be seen in complete darkness from 60 ft. away but does not cast light in the area. 

Previous Versions

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