Base Class: Barbarian
A path of unending blood. Guts. Gore and pain for those who truly want to walk in the steps of the Hannibal Shipbreaker, the creature of many names.
The one which Death itself fears.
Godkiller.
Destruction Incarnate.
Shipbreaker's Destruction.
Shipbreaker's Destruction
At 3rd level, you unleash the full rage of being a Shipbreaker, putting your full strength into your heavy weapon to annihilate your enemy. While raging, you gain the following bonuses:
-For the duration of your rage, grappling is a bonus action, and your carrying capacity is tripled and you may still attack while grappling someone.
-You have advantage on saving throws against being frightened.
-You can eat a fallen opponent with a bonus action. Doing so will result in 1d6+your Barbarian Level temporary hit points. Before rolling the healing, roll a d20. on a 20 it is a critical bite, sinking deep into the flesh of your enemy, doubling the dice used to determine the THP
-When you hit an enemy with an opportunity attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Fear Itself Cannot Be Afraid
Beginning at 6th level, you can’t be charmed or frightened.
Arms To Break a Ship.
At the beginning of 6th level, when raging, if you have someone grappled, you may use your action to throw them, the distance you can throw them is equal to your Strength Score + Barbarian level.
When thrown in this manner, they suffer from 1d6 bludgeoning damage for every 10ft they travel.
If you want to throw a creature through a wall, or an object. You can roll an athletics check against the objects AC, on a success the thrown creature suffers and extra 3d12+Your Strength Mod bludgeoning damage and they break through the wall. On a failure. They only take half (rounded down) of all the damage dealt.
The One They Fear.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, all creatures within 60ft (Including allies) must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + Strength Mod) or be frightened of you until the end of your next turn. You can extend the effect with your action on the next turns. Once they break line of sight from you they can make another WIS save and if they succeed they are immune to this effect for 24 hours. (They will have to get therapy however)
On a natural 1 for the WIS save, the creature is instead paralyzed in fear, and scarred mentally for life.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Additionally, this path of perpetual torment and destruction has scarred your mind, you prefer to stay silent. And are only able to form basic sentences or one word answers to most things.
No Rest For The Wicked.
Starting at 14th level, you are permanently enraged. You do not have a choice. You are no longer able to long rest, and instead to gain the benefits of a long rest you must completely consume the equivalent of 5 humans completely, the process of digestion takes 3 hours. You become immune to the unconscious condition. Upon reaching 0 hit points you can still take your turns but must also make a Death Save at the end of each of your turns.
You also gain a mutation that reflects your fighting style, this mutation is considered as a new attack and is completely up to you and your DM's decision. (Example: A large mouth on your stomach, able to spit up deadly acid dealing 5d4+DEX acid damage on a hit)
Additionally, your size is now Huge to be able to fit humans in your mouth completely.
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