Base Class: Barbarian
Path of the Warrior – A barbarian subclass devoted to wielding the biggest weapons in the most violent ways. A warrior is a paragon of strength on the battlefield, an entity that single mindedly pursues the destruction of their target with unrelenting strength and focus. A warrior encompasses the very essence of martial prowess itself, mastering the art of dual wielding the most destructive man portable weapons that exist.
I have never made a subclass before, but I did my best to balance it around other classes. It hasn't been play tested, so it may be over tuned in some areas, but it is a subclass that is solely focused on dual wielding and attacking, thus making it cater to one specific playstyle. It doesn't have any role-playing or problem solving class features outside of combat, but that is the point of the path of the warrior. It is a somewhat battle master flavored barbarian.
Unmatched Strength
While a simple barbarian may sate their bloodlust with a solitary great sword or great axe, a warrior cannot help but push the boundary. Filled with rage and taking up a gargantuan blade in either hand, the warrior will not rest until their enemies lie dead before them.
Starting when you choose this path at 3 level, you can dual wield any melee weapons while raging. This feature allows, and actively encourages, the usage of heavy, two-handed weapons to be dual wielded (allowing the player to make a bonus action attack with their offhand weapon as stated in the rules of Two-Weapon Fighting).
Furthermore, while raging the player benefits from the fighting style Two-Weapon Fighting. (When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.)
Destructive Momentum
Beginning at 6 level, When the player engages in Two-Weapon Fighting, if the player hits a target with at least one weapon attack during their primary action attacks, the player may add an extra 1d6 blunt or slashing damage to their bonus action attack roll (still adding any positive or negative modifiers to the damage roll as per usual). If this attack hits, and if the target of this attack is a large or smaller creature, the player may move themselves, the target, or both ten feet in any direction (player movement will still draw opportunity attacks if leaving threatened space following any rules as per usual), this movement can be taken even if the player is out of movement for the turn.
Crushing Blows
Crushing Blows – Starting at 10 level, when the player hits the same target with at least 2 attacks on a single turn, the player may impose a penalty on the target, chosen from the list below, before rolling any damage dice. Some options from the crushing blows list require the target to make a saving throw (DC equal to 8 + your proficiency bonus + your strength modifier). The player may only attempt one crushing blow per turn.
Challenge the Chaff – If you choose this option, you let out a baleful war cry challenging a creature you can see within 30 feet of you. The creature you target must succeed on a charisma saving throw or use their reaction to move as close to you as they can and makes one attack against you if they end their movement within five feet of you. The creature takes the most direct route available but will remain at their same level of intelligence and avoid any dangerous effects of hazardous terrain if they are smart enough to recognize them. This movement does not trigger attacks of opportunity. The target takes their next turn as they would normally.
Deliver them Death – If your target has 15 or less health remaining, kill them outright. The player must commit to this ability, without asking what the target’s remaining hit points are. If the target dies from this, the player may shift their same attack roll to another creature of their choice within five feet of the player. If their attack would hit, they roll damage as normal.
Lay them Low – Your target must make a strength saving throw, falling prone on a failure.
Ruin their Resolve – Your target must make a wisdom saving throw or become frightened of you until the end of their next turn.
Savor their suffering – Receive half the damage dealt (rounded down) from this attack as temporary hp. This skill cannot stack temporary hp with itself, instead replacing any current temporary hp received from this trait.
Unrelenting Destructive Momentum
At 14 level, if the player strikes their target with at least one primary action attack and the attack from their Two-Weapon Fighting bonus action, they may choose to make another attack (against the same target or a different one) with a -5 to hit penalty, rolling an extra 2d6 of blunt or slashing damage on a successful hit and adding any positive or negative modifiers as per usual. If the player hits their target with this subsequent attack, they may choose to make one final attack with a -10 penalty. If this final attack hits the target, the player rolls 4d6 extra blunt or slashing damage still adding any positive or negative modifiers as usual. Neither of these extra attacks can benefit from advantage unless it cancels out disadvantage. If the player lands any of the two extra strikes from using this class feature, any subsequent use of this class feature adds another -5 modifier to both attacks from this class feature until the end of the player’s next short or long rest. These extra attacks cannot benefit from great weapon master.
(An example of this class feature in action would be: Brick is dual wielding great axes and attacks a target for their primary action. They attack twice, rolling a 14 + 10 and hitting, and rolling a 3 + 10 and missing. Brick rolls their damage die rolling 1d12 + 8 (+5 strength, +3 rage) damage. They use their bonus action to continue attacking the same target. Brick rolls another 14 + 10 which hits, and they roll 1d12 + 1d6 + 8 damage. Brick manages to kill their first target and quickly moves to another, continuing their attack using Unrelenting Destructive Momentum. Brick attacks the next target, rolling a 17 + 5 (their typical attack modifier of +10 - 5), and landing their hit. They roll 1d12 + 2d6 + 8 damage, and they make their final attack from Unrelenting Destructive Momentum. Brick rolls a natural 20 + 0 (+10 - 10, though this is irrelevant due to them rolling a crit). Brick rolls the damage die from their final attack, 2d12 + 8d6 + 8.))
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