Base Class: Barbarian
"And then Damocles threw down the heavens and proclaimed, 'Blessed Helm, it is I who have bested you in a duel. May your days be filled with tributes to my strength, lest you incur my wrath.'
- Damocles, the Mighty
Through training, raw strength, and a little divine guidance, you have mustered the strength to challenge the mightiest of creatures. You gain resistances and special abilites based upon the god you have chosen.
Champion of the Divine
You have trained to become the paragon and champion of a certain deity. You gain abilities relating to their and alignment.
Evil Aligned Deity
Evil Aligned Deity. This alignment grants you a bonus on Constitution saving throws equal to your Strength modifier and resistance to fire and poison damage while raging.
Good Aligned Deity
Good Aligned Deity. This alignment grants you a bonus to charisma checks equal to your Strength modifier. Additionally, you have resistance to radiant and necrotic damage while raging.
Neutral Aligned Deity
Neutral Aligned Deity. This alignment grants you a bonus to melee weapon attack damage with strength-based weapons equal to your dexterity modifier and resistance to non-magical bludgeoning, slashing, and piercing damage while raging.
Bulwark of Divinity
You can select an option based on your god's description. If your god's characteristics overlap, you are free to choose one of the characteristics. Characteristics include Fey, Fiendish, Celestial, Draconic, Aquatic, Monstrous, Aberration type Gods.
Abberation Type God
Abberation Type God. This type of god grants the following benefit: You can cast the Invisibility once per long rest. Additionally, when grappling a creature, that creature cannot cast spells or use features that allow them to teleport or shift throughout planes.
Aquatic Type God
Aquatic Type God. This type of god grants the following benefit: You gain a swimming speed equal to your walking speed. Also, water does not impede your movement or vision.
Celestial Type God
Celestial Type God. This type of god grants the following benefit: Your unarmed strikes deal radiant damage instead of normal bludgeoning damage. This effect also applies to abilities found within and relating to this subclass.
Draconic Type God
Draconic Type God. This type of god grants the following benefit: You gain a +2 to Unarmored Armor Class, and gain dark vision out to a range of 120ft.
Fey Type God
Fey Type God. This type of god grants the following benefit: As a bonus action on your turn, you may teleport to any creature within 120ft and make a single melee attack. You may use this feature once per long rest.
Fiend Champion Reaction
Fiend Type God. This type of god grants the following benefit: When you are hit with an attack, as a reaction, you may cast the spell Hellish Rebuke at it's the lowest level. You may perform this a number of times equal to your Constitution modifier.
Monstrosity Type God
Monstrosity Type God. This type of god grants the following benefit: You gain a +1 to your strength and constitution scores. Additionally, you count as one size larger when calculating your ability to move, pull, or push heavy objects.
Olympic Strength
Beginning at 6th level, you are an expert in the arts of grappling and maneuvering the foes you have grappled. You can grapple creatures that are 2 sizes larger than yourself, and as a free action, you can attempt to grapple a creature within 5ft of you. Additionally, you gain the following options if you start your turn with a creature grappled.
- Slam: As a bonus action, you can slam the creature against the ground. The creature takes 1d10 plus your Strength modifier in bludgeoning damage and is knocked prone.
- Choke: As a bonus action, you can attempt to squeeze the life out of the creature. The creature takes 1d6 bludgeoning damage plus your Strength modifier and has disadvantage on ability checks until the end of your next turn.
- Throw: As a bonus action, you can toss the creature with all your might. The creature takes 1d6 plus your Strength modifier in bludgeoning damage and is thrown 10ft away from you.
Herculean Strike
Beginning at 10th level, your unarmed strikes now deal a d8 bludgeoning damage on a hit.
Hydra Slayer
Beginning at level 14, your Herculean Strikes count as magical for overcoming resistances and immunity. Additionally, once per long rest, you can force a creature you are grappling to make a constitution saving throw (DC = 10 + proficiency bonus + strength modifier) or be dealt 8d10 bludgeoning damage and be unable to regain health until the end of your next turn. This effect ends early if the creature escapes your grapple.
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