Barbarian
Base Class: Barbarian

The Path of the Annihilator is a barbarian class that seeks to emulate the idea of someone who grows stronger and stronger the angrier they become. The main feature of this path is to truly encompass the idea of a damage-dealing barbarian. Unlike the weak dpt offered by Frenzy which has such a large cost to pay for little reward. And, we can all agree that a totem bear barbarian who dual wields is basically the best barbarian class to play this class is designed to optimise a barbarian into the true nature of a monster on the battlefield who tears monsters to shreds and bathes in blood.

Aura of Fury

Starting when you choose this path at 3rd level, you can channel an aura of fury into your weapon strikes. While you’re raging, every creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level rounded up. The extra damage is your weapons damage type. You can not use your Aura of Fury ability if you are attempting to deal non-lethal damage. This Aura appears as a faint red glow that clings to the skin of the player. The damage of this attack increases to 2d6 at level 5 and your aura becomes a visible red color, at level 11 the damage increases to 3d6 and turns a deep purple color, and at level 17 the damage increases to 4d and turns a bantha black color that clings to your skin and absorbs all light around you within 5 feet.

Slashing or Bludgeoning

The extra damage you deal with Aura of Fury is slashing or bludgeoning.

Unbroken Spirit of Rage

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life, the caster doesn’t need material components to cast the spell on you. Your soul and body crave the desires of pain and battle and your body will support its continued desires by empowering the healing it receives from life-sustaining magic. Any time you receive healing from a spell you can add double your constitution score to the number of hit points restored. 

Unbroken Rage

Starting at 6th level, the sheer anger that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it adding your rage damage bonus to the save, and you must use the new roll. You can use this ability only once per rage. If you still fail to save against the spell you regain one use of your rage.

Roaring Annihilation

At 10th level, you learn to channel your rage through your voice to inspire power in others and fear within the weak. As a bonus action, you unleash a battle cry infused with a burning hatred. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. In addition, every enemy creature within 60 feet of you must make a Charisma saving throw versus your intimidation check or they become vulnerable to weapon attacks until the start of your next turn

Once you use this feature, you can’t use it again until you finish a short rest.

Death can Wait

Beginning at 14th level, the anger that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You don’t die until your rage ends, and you die then only if you still have 0 hit points. If you have 0 hit points when your rage ends you begin rolling death saving throws as normal.

Path Of The Annihilator Image

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