Base Class: Barbarian
You bring large amount of power and destruction to wherever you go.
Destructive Strike
Starting when you choose this path at 3rd level, a number of times equal to your rage damage bonus +1 per long rest, when you hit with a melee weapon attack, you can make the target make a constitution saving throw with a DC of 8 + your proficiency bonus + your strength modifier, taking a number of d6s equal to your rage damage bonus extra damage on a failed save, or half as much on a successful save, in addition you can choose one of the options below.
Leg Removal. The creature loses the use of a leg for 1 minute, making the creature need a crutch or prosthetic to move, have its movement on foot halved, fall prone after dashing and gain disadvantage on dexterity checks made to balance on a failed save, or suffers a -10 to movement speed until the end of its next turn on a successful save.
Arm Removal. The creature loses the use of an arm for 1 minute, making it unable to use that arm on a failed save, or has disadvantage on their next attack roll on a successful save. If the creature has other limbs it can use to attack, such as a dragons claw attack, you can target a claw and prevent it from using one claw attack instead.
Sense Smasher. The creature becomes blinded and deafened for 1 minute on a failed save, or the next attack roll against them has advantage on a successful save.
Hemorrhaging Strike. The creature must make a constitution saving throw at the start of each of their turns for 1 minute on a failed save, or make a constitution saving throw at the start of their next turn on a successful save. When they make the constitution saving throw they take a number of d6s equal to your rage damage bonus extra damage on a failed save, or half as much on a successful save.
Unstoppable
Beginning at 6th level, If a creature attempts to make you incapacitated, charmed or frightened, or attempts to make you suffer any effects that are associated with these conditions, such as a stunning strike, hypnotic pattern or fear, you can use your reaction to make an attack roll against the triggering creature, if you hit you do not suffer the effects of the condition. This must be done before you make any saving throw against the effect and cannot be used as a result of becoming unconscious due to falling to 0 hitpoints.
Persistent Destruction
Beginning at 10th level, A creature always provokes an opportunity attack after leaving your melee attack range, even if it takes the disengage action, teleports, is moved out of your reach forcefully or something else occurs which normally prevents opportunity attacks. When a creature leaves your melee range your movement on your next turn increases to a point where you could enter melee range against them. If they teleport out of your melee range you can follow them and teleport within 5 ft of their location.
Legend Slayer
Starting at 14th level, If a creature uses a legendary resistance against one of your effects, instead of automatically succeeding, it rerolls the saving throw with a bonus equal to its proficiency bonus, this bonus applies regardless of whether it is proficient in the saving throw.
Once per long rest, when you hit a creature you can reduce the amount of legendary actions it can take by 1 for 1 minute, if that creature has no legendary actions then you reduce the amount of reactions it can take by 1 for the duration.
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