Base Class: Barbarian
The Path of Legends is a relentless odyssey where barbarians carve a destiny steeped in tales of epic strength. In this journey, they become living myths on the battlefield, showcasing sporadic bursts of unmatched power. These titans can smash through solid walls, summoning raw, primal might in moments of sheer need.
Peak Condition
3rd-level Path of Legends feature
You become able to push your strength and fortitude to new limits when you are at your peak. When you rage you gain temporary hit points equal to twice your barbarian level and whilst you are at full health or have these temporary hit points you have advantage on all attack rolls and saving throws.
Vital Feast
3rd-level Path of Legends feature
If you spend a minute eating food such as rations you are able to regain your vitality. When you do so you can spend a number of Hit Die to regain health as if you had just finished a short rest, the maximum amount of Hit Die you can spend from using this feature is equal to your Constitution modifier (minimum of one).
Once you use this feature you cannot do so again until after you finish a long rest.
Burst of Might
6th-level Path of Legends feature
You can push yourself a little further beyond your usual limits of strength and endurance. When you make a an ability check, attack roll or saving throw that uses your strength modifier you can use you reaction to add 1d10 to the total roll.
You can use this feature an amount of times equal to your Constitution modifier per long or short rest (minimum of once).
Glorious Critical
10th-level Path of Legends feature
Your mightiest swings are nigh unstoppable. When you score a critical hit with a Strength based weapon attack you can choose to deal maximum damage instead of having to roll.
Once you use this feature you can’t use it again until you finish a short or long rest.
Feat of Epic Strength
14th-level Path of Legends feature
You have finally reached your legendary potential to match heroes from the old myths. You are able to perform feats of strength that are incredible to the ordinary folk around you. Standard actions you can take with this strength include:
- Making a special attack roll that deals 10d10 bludgeoning damage on a hit and forces the target creature to make a Constitution saving throw against of a dc equal to half the damage taken or fall unconscious for 1d4 rounds (if the attack misses this feature does not count as used)
- Stamping a foot on the ground to make the earth shake in a 30ft. radius around you creating difficult terrain and forcing grounded creatures in the radius other than you to make a Strength saving throw in contest Strength (Athletics) check made by you. On a failed save the creature takes 5d10 bludgeoning damage and falls prone, on a successful save the creature takes half as much damage
- You gain resistance to all damage types for 10 minutes
There are other actions you might want to take with this action, below are a list of examples of what may be possible, you can also discuss with your DM if you want to perform a feat of epic strength different to the listed examples.
Other actions you may be able to take include:
- Smashing through a 10ft. thick stone wall.
- Uprooting and tossing a tree (suggested range 30/60ft. suggested damage 5d10).
- Capsizing a galley with your bare hands.
- Holding up a collapsing structure or tunnel for up to a minute
- Throwing a creature up to 120 ft.
- Performing a jump up to 60ft. across and using the stamping effect at the point of take off and/or landing
- Using a large or huge object as a shield for full or three quarters cover and moving it with you.
- Instantly being able to grapple and restrain any creature no matter how large.
Once you use this feature, if you try to use it again before you finish long rest you take 2 levels of exhaustion, unless you have finished a short rest between uses in which case you only take 1 level of exhaustion.
Previous Versions
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