Barbarian
Base Class: Barbarian

Might and Strength

Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that tremendous good, or terrible evil, may be accomplished in this world may be obtained through the exercise of overwhelming might. To harness one's rage is not, as popular opinion dictates, to lose control, but rather to tap into a primal and chaotic force of nature that is... irrepressible, unquenchable and invigorating. A barbarian who follows this path has not only tapped into this powerful source of energy but has also learned to focus it in devastating strikes and sustained control of their enemies.  As one such individual, you know that strength is what determines one’s worth in the world: strength to crush your enemies—and or defend your allies. 
     

Heavy Handed

At 3rd level, when you take the Mighty Primal Path, through training and sheer force of will your unarmed strikes have become lethal weapons.

You gain the following benefits while you are raging and not wearing armor or wielding a shield:

  • Your hands are considered Heavy Weapons for Proficiency purposes. 
  • You may take the Grapple action as a reaction whenever a hostile creature leaves your melee range.   
  • Grappling attempts made against you are made at disadvantage. 
  • You unarmed strikes increase their critical range. They now count as critical on a 19 or 20.

Physical Superiority

When you choose this archetype at 3rd level, you learn moves that are fueled by special dice called Might dice.

Moves. You learn three moves of your choice, which are detailed under “Moves” below. Moves enhance an attack or your defense in some way. You can use only one move per round.

You learn two additional moves of your choice at 6th, 10th, and 14th level. Each time you learn new moves, you can also replace one move you know with a different one.

Might Dice. You have a number of might dice, which are d8s, equal to your Constitution modifier (minimum 1.) A might die is expended when you use it. You regain all of your expended might dice when you finish a short or long rest.

You gain another might die at 6th level and one more at 14th level.

Saving Throws. Some of your moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:

Mighty Move save DC = 8 + your proficiency bonus + your Strength modifier

At level 6 it increases to 1d8, and 1d10 at level 14.

 

Block

When another creature damages you with a melee attack, you can use your reaction and expend one might die to reduce the damage by the number you roll on your might die + your Constitution modifier.

Counter Strike

When an opponent misses you with a melee attack, you can use your reaction and expend one might die to make an unarmed attack against the opponent. If you hit, you add the might die to the attack’s damage roll.

Dancing Footwork

When you hit a creature with an unarmed attack, you can expend one might die to maneuver one enemy into a more advantageous position. You add your might die to the attack’s damage roll and your opponent makes a Dexterity saving throw or be forced to move 5 feet, remaining adjacent to you.

Disarm

When you hit a creature with an unarmed attack, you can expend one might die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the might die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object is now in your possession.

Evasive Footwork

When you move, you can expend one might die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one might die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the might die to the attack’s damage roll.

Ferocity

When you hit a creature with an unarmed strike, you can expend one might die to attempt to frighten the target. You add the might die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Mighty Strike

When you make an unarmed attack roll against a creature, you can expend one might die to add it to the roll. You can use this move before or after making the attack roll, but before any effects of the attack are applied.

Shove

When you hit a creature with an unarmed attack, you can expend one might die to attempt to drive the target back. You add the might die to the attack’s damage roll, and if the target is one size larger than you or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Stun

As a reaction, when an opponent tries to leave your threatened area, you can spend one might die to make them make a Dexterity saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or be forced to stay where they are.

Trip /Suplex

When you hit a creature with an unarmed attack, you can expend one might die to attempt to knock the target down. You add the might die to the attack’s damage roll, and if the target is one size larger than you or less, it must make a Strength saving throw. On a failed save, you knock the target prone.

Human Shield

Beginning at 6th level, when you have an enemy creature grappled, you gain half-cover (+2 to AC and Dexterity saving throws) against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction to have that creature make the same attack with a new roll against an enemy creature you are grappling with advantage. This only works with attacks that make an attack roll. 

Might-Empowered Strikes

Beginning at 6th level your rage allows you to break most defenses. While Raging your Unarmed Strikes are now considered  magical for the purpose of overcoming resistances.

Juggernaut

You are an unstoppable force, and no creature can impede you from your chosen path. Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. If you reach the maximum rage capacity, you grow in size and gain the benefits of the "Enlarge" effect of the Enlarge/Reduce spell, without needing the materials required to cast it. Additionally while enlarged, you can now grapple up to two creatures at once, of sizes smaller than you.  These effects end once your rage ends. 

Catapult

Due to your massive strength and size items all around you can become deadly projectiles in your hands. Starting at level 14 You may use any nearby debris, boulders, heavy objects or grappled creatures of your active size or smaller, regardless of weight as throwable weapons.  The damage for this weapon is  3d10 + your Strength Modifier, sustained to both the object and all targets within a 10ft radius that must succeed at Dex saving throw of DC 15 or be knocked prone, half damage on save.  The range of this attack is 25 ft times your strength modifier. If the creature is an alley, you may forgo damage to safely throw them the same distance. This feature counts as a weapon attack for the attack action, and may be performed as many times per round as you have attacks available to you. 

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