Base Class: Barbarian
You're strong enough to carry a castle's armory on your back and frankly, why shouldn't you? Throw your weapons, break them over your opponents heads, make a wall of great swords, who cares? You certainly don't.
Experienced Haggler
Burning through weapons as you do, you have experience buying weapons and trying to get them at a discounted rate. You have advantage on charisma checks when trying to haggle for nonmagical weapons.
Marksman
You are more used to throwing swords then most should be. When throwing a weapon you can roll without imposed disadvantage at long range.
Careless Assault
Beginning at 6th level, you can choose to put your full force behind your swing. When making a melee weapon attack, after roll to hit but before the outcome is decided, you can choose to: reroll one hit die, add your strength modifier to your damage roll or double the range of a thrown weapon. This breaks the weapon wether the attack hits or not.
If you use this feature with a magic weapon, the weapon explodes in a 5 ft radius centered on the target, the target and any other creatures within this range must make a dexterity saving throw, you are excluded from this effect. Full damage on a failed save half as much on a successful one. Damage and DC dependent on rarity. Any other bonuses and demerits will be DM dependent (eg. A weapon that does fire damage may do extra fire damage, a cheap or easily procured weapon may do less)
Common - DC 10 1d8 force damage
Uncommon - DC 13 2d8 force damage
Rare - DC 15 4d8 force damage
Very Rare - DC 18 8d8 force damage, range is doubled
Legendary - DC 21 14d8 force damage, range is tripled
Shield Breaker
At 10th level in this class, when targeted for an attack, while having a shield equipped, as a reaction, you can either add your constitution modifier to your AC or you can impose disadvantage on the attack roll. This breaks your shield
When in range of an aoe spell or ability that requires a dexterity saving throw, while having a shield equipped, as a reaction, you can also make a strength saving throw as well at the same DC, on a success create a cone centered on you in the opposite direction of the spell or ability source in which creatures are unaffected by the spell or ability. This breaks your shield.
If the shield is a magic item the DM may decide to add effects.
Shattered Armors
Your unbridled strength cannot be contained. While raging and wearing an armor partially or fully composed of metals, as an action you can burst out of your armor. This causes an explosion of shrapnel which requires a dexterity saving throw from all creatures within a 20ft radius. The DC is equal to 10+strength mod+constitution mod and the damage is 8d8 slashing this damage is considered magical for the purposes of getting past resistances.
Additional effects and damage are dependent on DM
If the armor was a magic item increased DC and damage dependent on rarity
Common DC +1 +1d8 force damage
Uncommon DC +2 +2d8 force damage
Rare DC +3 +4d8 force damage
Very Rare DC +4 +8d8 force damage, range is doubled
Legendary DC +5 +12d8 force damage, range is tripled
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