Base Class: Barbarian
Path of the Hulk
You do not know how or why, but your strength far surpasses that of a typical creature of your race. By taking this path you find new ways to fight on the battlefield, and overwhelm them with the sheer might of your fists and ingenuity.
Heavy Handed
Yours is a path that seeks overwhelming power through physical gains. At 3rd level when you adopt this path, you find new ways to overpower your foes and gain the following benefits.
-
You become proficient with improvised weapons.
-
Improvised weapons that can be wielded in one hand now use a d10 for damage rolls and ones that can be wielded in two use a d20. Due to this however, whenever you defeat an enemy or destroy an object with an improvised weapon, the weapon is destroyed or otherwise rendered unusable.
-
Your unarmed strikes use a d6 for damage rolls.
-
While raging, you double the rage damage bonus when hitting with an unarmed strike or improvised weapon.
-
You gain advantage on all melee attacks made against an object or structure.
Unbridled Strength
At 3rd level, when you adopt this path, your overall strength increases twofold. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple.
Additionally you gain advantage on strength checks made to escape a grapple or the restrained condition.
Clash
At 6th level, you learn to leverage your raw strength against your foes. When a creature you are capable of grappling makes an attack against you or a creature within 5 feet of you, you may use your reaction to attempt to stop that creature’s attacks and grapple with it.
Make an athletics check and if the roll is higher than the creature’s attack roll, you clash with it. If this check fails, the attack will hit you regardless of what it rolled and which creature was its original target. The creature is unable to continue attacking even if it has remaining attacks on its turn, and it is now grappled by you. At the start of your next turn, you may end the grapple and make an unarmed strike against the creature with advantage, this does not count against any amount of attacks you may make on your turn.
You may use this feature a number of times equal to your proficiency bonus, and regain all uses upon finishing a short or long rest.
Crushing Blows
At 10th level, your attacks are so overwhelmingly powerful that they ignore resistance to bludgeoning, piercing, and slashing damage as long as you are using strength for the attack roll.
Additionally your unarmed strikes and attacks made with an improvised weapon now score a critical hit on a 19 or 20.
Fury
At 14th level, when you are brought below half of your maximum Hit Points you can fall into a deeper, more primal rage, called Fury. You may use an additional use of rage if you are already raging, or suffer one point of exhaustion at the end of this Fury’s duration if you are not raging or have no remaining uses of rage.
-
You grow one size larger.
-
You gain temporary HP equal to your Barbarian level.
-
You double the bonus to AC your constitution modifier provides from unarmored defense.
-
You double the bonus to damage that strength provides on your melee attacks.
-
You do not need to make an attack or take damage to maintain your rage.
-
Your speed bonus from Fast Movement increases to 20.
-
You are immune to the frightened and charmed conditions.
-
While in this state you have disadvantage on wisdom saving throws, advantage on Consitution saving throws, and no longer benefit from Danger Sense.
If you fail a saving throw against an effect that causes a creature to take control of you, makes you fall unconscious, or paralyzes you, this rage ends early and you revert back to normal, or back to raging with however much time from Fury is currently remaining.
-
View User Profile
-
Send Message
Posted Jul 25, 2024Did what I could with this one. The website doesn't support a lot of the features this subclass grants so much of it will not be automated. Just an FYI.