Barbarian
Base Class: Barbarian

 Some barbarians' fate is touched and linked to the gods or other powerful entities. How their life has been intertwined or affected with these powerful beings can vary, some are chosen soldiers made to carry out the being's will whilst others give themselves to them to aid them in a problem, often booned with special powers or gifts such as the Frost Axe or the Fury Blades. Many who take this path have been scorned by them and have honed their martial prowess with the power gained from their experience with the gods and use it to fight against them, directly or indirectly. Discuss with your DM how you came to follow this path and any special gifts you may or may not have gained from your experience.

Slayer's Mark

Beginning at 3rd level, you have honed your rage to focus on specific targets. You learn the spell Hunter's Mark. You can cast this at 1st level a number of times equal to your Constitution modifier (minimum of 1) and you can concentrate on it even during your rage. At 9th level in this class, you cast it at 3rd level and at 17th level in this class you cast it at 5th level.

Slayer's Rage

At 6th level, your rage becomes extraordinarily violent. While you are raging, you can use your action to sheathe your weapons and make up to 4 attacks with your fists. Each fist does 1d10 + your Strength modifier. All rage damage for each attack is doubled and you unsheathe your weapons at the end of your action. You are considered proficient with these attacks when you use this feature and you can only use this once per rage. You can use this feature a number of times equal to your Strength modifier before you must finish a long rest.

Weapon Blessing

Starting at 10th level, your touch from the gods has strengthened your power and you gain a special ability of your choice.

You can use these special features twice before you must take a long rest. This increases to three at 15th level and four at 20th level.

Hyperion Slam

You make a ferocious slam with your weapon, creating a deadly explosion. As an action, choose a point you can see within your weapon's range. All creatures you within a 20ft sphere of the point must make a Dexterity saving throw or take 6d8 fire damage on a failed save or half as much on a successful one.

Mists of the Elemental Plane

As a bonus action, you summon a mist of bitingly cold ice mist in a 20-foot sphere around your weapon. The mist moves with your weapon and you can choose a number of creatures unaffected by this mist. Any creature that starts it turn within the mist must make a Constitution saving throw, taking 4d8 cold damage or half as much on a successful one. The hazard lasts for 1 minute or until you choose to end it early.

Strike of Fury

When you make a weapon attack, you can choose to deal an additional 8d6 lightning damage on a hit. You choose to use this before you make an attack roll and your use is wasted on a miss.

Thunder of the Gods

Make a weapon attack. On a hit you deal the weapons normal damage and all creatures in 10ft. of the target (including the target but not including you) takes 5d8 thunder damage and must make a DC 15 Strength saving throw or be knocked prone. If you miss with your attack, your use of this feature is wasted

Final Fury

Your rage is unimaginably furious that it can delay death. If you take damage and drop to 0 hit points, you can use your reaction to delay falling unconscious and you immediately take an extra turn, interrupting the current one, and immediately go into a Slayer's Rage. This feature does not expend a use of your Slayer's Rage feature. Taking damage still causes you to fail death saving throws if you have 0 hit points during the extra turn and you can still die from failing three. At the end of the extra turn, you fall unconscious as normal if you are still at 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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