Base Class: Barbarian
Some types of creatures are naturally larger and more powerful and therefore capable of tremendous feats of strength. However, all types of creatures have exceptional specimens that stand out over others around them. Gladiators, champions, bullies, or conquerors… Every society includes some that excel almost exclusively based on knowing how to use their size and strength to overcome as many challenges as possible.
Hulking Slam
Starting when you choose this path at 3rd level, you have learned how to use your physical size to deal devastating blows with your body. You gain a natural slam attack. This unarmed melee attack uses your strength for the attack roll and deals 1d8+str modifier bludgeoning damage.
While raging, your slam deals 1d10+str modifier bludgeoning damage.
Giant’s Grip
At 3rd level, you may wield any melee weapon in one hand. Versatile weapons deal damage as if you are wielding them with two hands at all times. While wielding a melee weapon with the reach property in one hand, your reach is still 5ft, regardless of the reach of the weapon.
While raging, any melee weapon that does not have the heavy, reach, or special properties gains the thrown(20/60) property.
Mammoth Charge
Starting at 6th level, as an action, if you move at least 20ft straight toward a creature that is no more than one size category larger than you and hit with your slam attack, the target takes an extra 1d8 bludgeoning damage and must succeed on a Strength save(DC=8+proficiency bonus+your str mod) or be knocked prone.
While raging, if the target fails its save and is knocked prone, you may make a weapon attack against it as a bonus action.
Blind Spot
At 10th level, you have learned to use your large weapon to block sight of your real attack. Once per turn, when you miss with a weapon that does not have the light or finesse properties, you may use your reaction to make a slam attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While you are raging, you have advantage on the slam attack you make as a reaction.
Cyclone Strike
Beginning at 14th level, as an action, you make a spinning attack against everything within range. Everything within range of your melee attack must make a Dexterity save (DC=8+proficiency bonus+str mod), taking weapon + str modifier damage and being knocked prone on a failure. On a success, the damage is halved and has no other effect. Every time you use this ability after the first, before taking a short or long rest, you gain a level of exhaustion.
While wielding a melee weapon that has the heavy, two-handed, or reach properties, your reach is 10ft.
While you are raging, your range is 15ft with any melee weapon that has the heavy, two-handed, or reach properties.
Previous Versions
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4/26/2023 1:16:30 AM
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