Barbarian
Base Class: Barbarian

For many Barbarians, a flurry of deadly blows with an equally deadly weapon is the best method to get past foes. For those of the Path of Obliteration however, a single blow is all that is needed.

Power Attack

Starting at 3rd level, you can use your bonus action to charge your weapon, in order to deliver a Power Attack. Whenever you do so, the next time you hit a creature with an unarmed attack within the next minute, you release this energy, and can choose one of the following effects:

  • You force all creatures in a 5ft by 30ft line to make a Dexterity saving throw, or take 3d6, or half as much on a success. On a failed save, the creature is also pushed 5ft back. At 11th level this bonus increases to 4d6.
  • You cause additional force damage equal to your unarmed dice to the target and push it 10ft back. At 11th level you additionally stun the hit creature until the end of the current round and is pushed back 15ft.

In addition, you can move forward up to 15ft forward until you hit a creature, and if thy creature hit collides with an object deemed large/dense enough at the DM's discretion, the creature takes additional force damage equal to 1 unarmed dice for every 5 feet travelled.

Your unarmed damage is now equal to 1d4. Every 4 levels this increases by 1 damage dice size. (i.e 1d4 up to 4th level, 1d6 up to 8th level etc.)

This can be used only when in Rage.

Seismic Slam

Beginning at 6th level, you jump up to 1/3 of your movement speed while raging. Additionally, whilst in rage you can slam down as a melee weapon attack, adding your proficiency modifier onto your damage for every 10 feet you fall. 

Additionally, you can move forward 10ft for every 5ft you fall.

Power Guard

Beginning at 10th level, you can use a bonus action to gain resistance to all damage types until the start of the next round or until you take half of your total hitpoints in damage. If you are attacked during this guard, you can add half of all the damage you take to your next use of your Power Blow feature. In addition, you may gain a use of Power Blow if your guard is broken by taking half your total hitpoints. This feature may be used a number of times equal to your proficiency bonus, the uses of this feature recharge every long rest.

Enduring Body

At 14th level, your body have become resilient in order to resist the impacts of your powerful strikes. Whenever you charge your Power Attack, or your Power Guard is broken, you gain temporary hit points equal to four rolls of your unarmed dice.

In addition, when you use your Power Attack, you gain a bonus to your AC and to your Constitution saving throws equal to you Constitution modifier until the end of your next turn.

 

Previous Versions

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