Base Class: Barbarian
You're a gladiator of the coliseum; You were captured, enslaved and forced to compete in death matches.Your unique throwing fighting style made you a force to be reckoned with and a successful gladiator or was at least good enough to keep you alive. The coliseum is in your blood now, the events that took place, the memories that you replay in your dreams and your experiences have become you. Whether by choice or not, although you are free; you'll never escape the arena.
Bloodlust
Starting when you choose this path at 3rd level, you can go into a bloodlust when you rage. If you do so, for the duration of your rage you can dash as a bonus action on each of your turns after this one.
Spinning Axes
When you choose this archetype at 3rd level, you learn brutal strikes that are fueled by special dice called spinning axe dice.
Brutal Strikes. You learn spinning axe, which is detailed under “Brutal Stikes” below. Many brutal strikes enhance an attack in some way.
You learn an additional brutal strikes at 7th, 10th, and 15th level. Each time you learn new brutal strike, you can also replace one brutal strikes you know with a different one.
Spinning Axe Dice. You have two spinning axe dice, which are d8s. A spinning axe is expended when you use it. You regain all of your expended spinning axes dice when you finish a short or long rest.
Saving Throws. Some of your brutal strikes require your target to make a saving throw to resist the brutal strike's effects. The saving throw DC is calculated as follows:
Brutal Strikes Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Brutal Strikes
These brutal strikes are presented in alphabetical order.
Bloodrush
When you hit with a ranged melee weapon attack, you can expend one spinning axe die add the total to the damage roll and move up to half your speed without provoking opportunity attacks from the target of your attack.
Brutal Throw
While holding a spinning axe before you make a melee weapon attack, you can choose to take a disadvantage (if not already at disadvantage) to the attack roll. If you do so and the attack hits, it deals +10 damage. However to catch the axe it required a Acrobatics check of (DC 15).
Spinning Axe
When you hit with a ranged melee weapon attack, you can expend one spinning axe die to add the total to the damage roll. You must make a Acrobatics check (DC 10). On a success you catch the axe and regain the spinning axe die. On a failure, you drop the axe.
Stand Aside
You can expend one spinning axe die to throw an axe 30 ft from you, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str,dex}}). On failure, you knock the target prone and 5 ft to a chosen side.
Whirling Death
As an action using two spinning axe dice, you hurl two massive axes in the target direction, and at the end of your turn the axes return dealing damage on the way their and back. On a successful save they take no damage. creatures hit must make a DEX saving throw (DC {{savedc:str,dex}}). On a failed save, the creature takes 4d8 slashing damage.
Battle Rage
While raging, when you take the dash bonus action. During your move move pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Critical Strikes
Your weapon attacks score a critical hit on a roll of 19 or 20.
Adoration
When you score a critical hit with a weapon attack, you gain a spinning axe die exceeding you maximum resetting on a short rest.
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