Base Class: Barbarian
Casting aside the conventions of civilization, a muscle titan is endlessly driven to take on challenges and become stronger than they were yesterday by perfecting their body.
Sometimes individuals are seemingly born for conflict. Among those are barbarians who focus their fury into an obsession with pushing their body beyond the dreams of other mortals and seek conflict to prove their might. To die in combat is to die with satisfaction, knowing they found their limit.
Superior Physique
3rd-level Path of the Muscle Titan feature
At 3rd level, your obsessive strength training grants you the following benefits:
- While you are not wearing armor or a shield, your Armor Class equals 10 + your Strength modifier + your Constitution modifier.
- Your maximum ability score for Strength and Constitution each increase by 2. This ability can stack with similar effects.
- You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift.
- You may attempt to grapple creatures two sizes larger than you.
- You can roll a d4 in place of the normal damage of your unarmed strike.
- You may add your proficiency bonus when making a Strength (Performance) check or an Endurance (Performance) check which does not already include your proficiency bonus.
Power Strike
3rd-level Path of the Muscle Titan feature
Before you make an unarmed attack, may choose to take a penalty to that attack roll. You may subtract a number from that attack roll and add the same number to the attack's damage. This number may not exceed your strength modifier. If you are raging or grappling the target of the attack, the damage bonus increases to +2 for each -1 penalty taken. If you are raging and grappling the target of the attack, the damage bonus increases to +3 for each -1 penalty taken.
Contest of Might
6th-level Path of the Muscle Titan feature
Starting at 6th level, you may cause others to willingly engage with you, ignoring other opponents. As an action, one a target you can see that can also see you must make an Intelligence saving throw. Make a Strength (Performance) check, the result is the DC for the saving throw. For each size that the target is larger than you, increase the DC by 2. For each size that the target is smaller than you, decrease the DC by 2.
On a failed save, you and the target focus on defeating each other above all other enemies and must use your movement to approach one another (avoiding obvious hazards). Each of you may only attempt to grapple, make a non-ranged weapon attack, or make an unarmed attack against each other. When a that creature attempts to grapple, make a non-ranged weapon attack, or makes an unarmed attack against you, you may attempt a grapple against the target as a reaction. While grappling, if you or the target has reach, both you and the creature must use your movement until you occupy adjacent areas when possible. This ability lasts for 1 minute, or until one of you is Unconscious or dead
If the target successfully saves, this ability has no effect on it and it is immune to this ability for 24 hours.
Once you use this feature, you must finish a short or long rest before you can use it again.
...that's not possible!
6th-level Path of the Muscle Titan feature
Your unarmed attacks are considered magical for the purpose of overcoming resistances.
Titanic Fling
10th-level Path of the Muscle Titan feature
When you have a target grappled and are standing on a solid surface, you may make another grapple check to violently throw it. If successful, and the grappled target is equal to or greater than your size, you may throw the grappled creature up to 10ft either directly away or directly behind you. Creatures tossed this way land prone if they don't have a fly speed or hover ability. You deal bludgeoning damage equal to your strength modifier +1d10 if the target is medium size, and an additional 1d10 damage for each size above medium. Any creatures or objects in the occupied space must make a Dexterity saving throw equal to 10 + the damage rolled, taking an equal amount of damage on a failed save; taking none on a successful save. If the grappled target lands within your reach, you may maintain your grapple on it.
If you successfully grapple a target that is less than medium size, you may immediately fling that creature out of your way. When you fling a creature this way, move it up to half your movement in any direction or up. Creatures thrown into an object, creature, or the ground it take bludgeoning damage equal to 1d4 + your strength modifier. Creatures thrown this way land prone if they don't have a fly speed or hover ability. Creatures thrown upward take falling damage as normal.
Damage from Titanic Fling is treated as magical for purposes of overcoming resistances.
Power Rampage
14th-level Path of the Muscle Titan feature
Only adrenaline and pure will power remain. Your attacks are increasingly brutal and your endurance beyond mortal. Others are awed by the sight of you in combat and the gruesome carnage left in your wake.
Each time you consecutively hit the same target using Power Strike feature, the number required to roll a critical hit against that target is lowered by 1. When you land a critical hit, gain temporary hit points equal to the damage dealt.
While raging, if you reduce an enemy to 0 HP, you may immediately use Contest of Might, ignoring all restrictions. When used this way, any non-allied creatures that can see you must also make a save against Contest of Might. Non-targeted creatures which fail the save are stunned until the start of your next turn. Creatures are immune to this feature for the next 24 hours regardless of success or failed save.
You may attempt to grapple creatures three sizes bigger than you.
Previous Versions
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1/24/2024 6:40:01 AM
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22
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Coming Soon
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5/4/2024 5:52:13 PM
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22
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1.1
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Coming Soon
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