Base Class: Barbarian
A person can't escape death, and neither can they escape the Path of the Relentless. You advance slowly and surely toward your enemy, their futile resistance unable to make you falter even a step. The fear they feel from the bottom of their heart is brought to rest by your weapon, another corpse for the pile.
Path of the Relentless
Written by Nimademe (@Nimademe on Twitter).
Art Credits: Yagyuu Jubei Mitsuyoshi by Aaron Nakahara.
Mapped and published on DnDB by ShutDog1212 (@Yuri_Fanatic_ on Twitter), with permission from aofhaocv.
Black Iron Body
Starting at 3rd level, you are feared for your body that cannot break. You can forgo resistance to bludgeoning, piercing, and slashing damage when you enter a rage. If you do, you gain temporary hit points equal to half your current hit points + your barbarian level. They vanish when your rage ends or when you enter another rage.
Additionally, after a creature hits you with an attack while you're raging, you can use your reaction to force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of its next turn. The creature has advantage on the saving throw if you don't have all of your hit points.
Finally, while your face is hidden by a mask or otherwise, you have advantage on Charisma (Intimidation) checks.
White Iron Will
Starting at 6th level, you are feared for your will that cannot waver. While you're raging and you have all of your hit points, you are immune to being charmed or frightened and you have advantage on Wisdom saving throws.
Sword Iron Soul
Starting at 10th level, you are feared for your soul that cannot shatter. As a bonus action when you don't have all of your hit points, you can reduce your maximum hit points to equal your current hit points until you finish a long rest. If you do, your weapon's damage dice are maximized when you hit with a melee weapon attack until the end of your turn. Once you use this feature, you must finish a short or long rest before you can use it again.
Night Parade
Starting at 14th level, you are feared for your legend that cannot lose, you are considered a calamity. While you're raging and you have all of your hit points, you gain the following features.
Monster of the Mountain. As a bonus action, you can deal 6d6 bludgeoning damage to a creature you're grappling or hurl it up to 60 feet in any direction except for upward.
Monster of the Plain. As a bonus action, you can make a melee weapon attack against a creature that damaged you since the end of your last turn. This attack can deal poison damage instead of the normal damage of the attack.
Monster of the Sky. As a bonus action, you can use the Dash action. If you do, you have a flying speed equal to your walking speed until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft.
Previous Versions
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10/2/2020 2:35:29 AM
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