Barbarian
Base Class: Barbarian

The aim of this subclass is to emulate the queen piece in chess, in both its mobile charging nature and brutal effectiveness.

You follow the path of the Warrior Queens of ancient nations, both revered and lost to time. You charge and and tear apart your enemies with an unmatched ferocity. While some men follow this path, it is mostly the realm of women deamed too brutal for 'polite society.'

Furious Charge

Starting when you choose this path at 3rd level, you can choose to charge while you are raging. If you do so, you can choose any single orthogonal or diagonal line. All of your movement will be expended, then you will move in that direction until your line is interrupted by a significant obstruction (such as a wall, a large tree, or a large rock), difficult terrain, or a living creature. If you are stopped by a living creature, that creature takes 1d4 plus half your barbarian level of damage unless you move 10 feet or less. If you move more than 5 feet but less than ten, you deal half damage, and if you move 5 feet or less, no damage is dealt.

Ready Rage

Beginning at 6th level, you can instantly enter a rage when combat starts, as long as there is nothing preventing you from doing so. If you choose go enter your rage when combat starts, you can choose to be first in initiative until the end of your next turn (after you have experienced two rounds). You can instead choose to be last in initiative until the end of your next turn (also until after you have experienced two rounds), and during that time, you can take two bonus actions every turn.

Improved Furious Charge

Beginning at 10th level, your furious charge is greatly improved.

  • The damage dice dealt by your charge are upgraded to 2d4 and are considered magical for the purposes of countering resistances.
  • If you are stopped by a significant obstruction or difficult terrain, you can deal the normal damage to up to 2 creatures within 5 feet of where you stop. 
  • If you are stopped by a living creature, after you deal the normal damage, you can push that creature back 15 feet.

DisComfort Zone

Starting at 14th level, creatures trigger opportunity attacks when they come within range of your attacks. Forced movement (such as falling next to you, being hurled by an explosion into your reach, or the Telekinesis feat pulling them within range) and teleportation also now trigger opportunity attacks. You also have advantage on all opportunity attack rolls.

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