Barbarian
Base Class: Barbarian

A barbarian who chooses the Path of the Colossus was never truly satisfied with weapons the lay folk considered "large". If bigger is better, then ludicrously gigantic is best. The weapon may be practically impossible to even carry, let alone wield, but the strength lent by primal fury unleashed is yet unmatched.

One cannot hope to possess the necessary might to use a weapon so large without having certain characteristics. To go down the Path of the Colossus, you must be well over 6 feet tall and have at least 16 Strength.

A Big Stick

Starting when you choose this path at 3rd level, you can now use heavy weapons far larger than most others your size. Choose a weapon from the table below and wield it. Weapons of this size are far too large to carry in your inventory, and as such it must be dragged on the ground behind you as you walk. Wielding the weapon reduces movement speed by 15 feet - (2 * STR modifier) rounded down to the nearest 5. Attack rolls made with this weapon suffer a -5 penalty, but upon a successful hit will deal damage equivalent to what is shown in the table.

Performing an attack with this weapon while not raging requires all of your strength and concentration, and costs 1 action plus a bonus action. While raging, your increased strength allows you to swing the weapon without using the bonus action, but does not increase its damage beyond the usual rage bonuses. Switching to another weapon during combat still costs only one action, but you must drop your great weapon on the ground to do so. Until you pick it back up, you do not suffer the movement penalty it imposes.

Weapon

Damage

Weight

Properties

Ultra greatsword

4d6 slashing

30 lb.

Heavy, two-handed, reach

Ultra greataxe

2d12 slashing

40 lb.

Heavy, two-handed, reach

Greatspear

2d10 piercing

45 lb.

Heavy, two-handed, reach

Great maul

4d6 bludgeoning

50 lb.

Heavy, two-handed, reach

 

Upon reaching level 10, you can now carry the massive weapon over your shoulder, and no longer suffer movement penalties while wielding it.

Onslaught

Beginning at 6th level, while enraged, you can use your action to make a special attack unique to the weapon you chose. Possible actions are shown in the table below.

Weapon

Attack

Description

Ultra greatsword

Cleave

You swing your enormous blade in a wide arc. You can target up to three enemies within range. Each target must make a dexterity saving throw against your strength (DC8 + proficiency bonus + STR modifier). Upon a failed save, the target takes the weapon’s full damage and is knocked back 5 feet. On a successful save, the target takes half damage and suffers no effects.

Ultra greataxe

Whirlwind

You use the sheer weight of your axe to carry each swing into the next. Make a melee attack against up to 4 enemies within 10 feet of you, with a separate attack roll for each target.

Greatspear

Charge

You level the spear and charge forward at your full movement speed in a straight line. Make separate attack rolls for each creature within 5 feet of your path. Upon a critical success, you skewer the target and deal double damage, but you expend the rest of your movement.

Great maul

All in

You leap into the air and slam your hammer down with all of your might. The target must make a dexterity saving throw against your strength (DC 8 + proficiency bonus + STR modifier). On a failed save, the target takes the hammer’s full damage and any creature that is Large or smaller is knocked prone. On a successful save, the target takes half damage and suffers no effects.

Battle Cry

Beginning at 10th level, you can use your action to raise your weapon above your head and let out a terrifying battle cry. All hostile creatures within 20 feet of you that can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On a number of subsequent turns equal to your charisma modifier, you can use your action to extend the duration of this effect on all frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Stomp

Starting at 14th level, you can expend your action to stomp your foot forcefully onto the ground, creating a small shockwave in a 10-foot radius around you. All enemies caught within the range must make a constitution saving throw against your strength (8 + proficiency bonus + STR modifier). On a failed save, the target is stunned until the end of your turn. On a successful save, the target suffers no effects.

You follow up the stomp with a sweeping attack against a single target creature within range. Upon a successful hit, the target takes the full damage of the weapon and is knocked back 5 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2019 4:22:54 AM
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