Barbarian
Base Class: Barbarian

Long ago there was a clan of incredible people who wielded weapons so massive and big, giants could hold them in one hand. They were once famous mercenaries, hired by every kingdom for their ability to destroy almost any wall in their path both normal and magical.
Now the clan is only a handful of people but with war looking to start up between a few kingdoms they are trying to grow their numbers.

Long ago there was a clan of incredible people who wielded weapons so massive and big, giants could hold them in one hand. They were once famous mercenaries, hired by every kingdom for their ability to destroy almost any wall in their path both normal and magical.
Now the clan is only a handful of people but with war looking to start up between a few kingdoms they are trying to grow their numbers.

(DC are 8+proficiency bonus plus strength modifier)
LV3) You gain proficiency in intimidation and have advantage when wielding your colossal weapon. Colossal Straight, when you use rage, you can transform your weapon into an absolutely massive version of itself.(It maintains magical properties, EG, if it deal 1D6 fire damage, that damage will care over with the weapon) Most be able to be held with 2 hands. No matter the damage die, your weapon will do 4D6 and half the damage on a miss. (You can only swing once with this weapon a turn)
Man made walls and objects fall under the might of your colossal weapon. Objects made of wood fall under one swing, stone 2 and metal 3. Unless protected by magic.

LV6) Master of your power allows you to transform your weapon without rage, still costing a bonus action.
Using an action you swing your weapon causing a small tornado to appear(5 feet wide and 10 feet tall) and going in the direction of your swing. Anyone caught by the tornado must make a dex saving throw or be knocked 10 feet in the air and crashing to the ground, going prone taking 4D6 force damage. On a successful save they avoid the tornado.
Using an action you smash your weapon into the ground causing an earthquake around you with an area of 10 feet. Anyone caught in the area must make a Str saving throw or be knocked prone. Taking 4D6 force damage.That area now becomes difficult terrain.

LV10) Any wall or man made object even protected by magic will collapse under your weapon. Your tornado and earthquake deal 6D6 damage now

LV14) Your weapon in its Colossal form now deals 6D6.

Colossal Straight

(DC are 8+proficiency bonus plus strength modifier)
LV3) You gain proficiency in intimidation and have advantage when wielding your colossal weapon. Colossal Straight, when you use rage, you can transform your weapon into an absolutely massive version of itself.(It maintains magical properties, EG, if it deall 1D6 fire damage, that damage will care over with the weapon) Most be able to be held with 2 hands. No matter the damage die, your weapon will do 4D6 and half the damage on a miss. (You can only swing once with this weapon a turn)
Man made walls and objects fall under the might of your colossal weapon. Objects made of wood fall under one swing, stone 2 and metal 3. Unless protected by magic.

Weapons Master

 

Master of your power allows you to transform your weapon without rage, still costing a bonus action.
Using an action you swing your weapon causing a small tornado to appear(5 feet wide and 10 feet tall) and going in the direction of your swing. Anyone caught by the tornado must make a dex saving throw or be knocked 10 feet in the air and crashing to the ground, going prone taking 4D6 force damage. On a successful save they avoid the tornado.
Using an action you smash your weapon into the ground causing an earthquake around you with an area of 10 feet. Anyone caught in the area must make a Str saving throw or be knocked prone. Taking 4D6 force damage. That area now becomes difficult terrain.

 

Weapon master

 

Master of your power allows you to transform your weapon without rage, still costing a bonus action.
Using an action you swing your weapon causing a small tornado to appear(5 feet wide and 10 feet tall) and going in the direction of your swing. Anyone caught by the tornado must make a dex saving throw or be knocked 10 feet in the air and crashing to the ground, going prone taking 4D6 force damage. On a successful save they avoid the tornado.
Using an action you smash your weapon into the ground causing an earthquake around you with an area of 10 feet. Anyone caught in the area must make a Str saving throw or be knocked prone. Taking 4D6 force damage.That area now becomes difficult terrain.

 

Wall Destroyer

Any wall or man made object even protected by magic will collapse under your weapon. Your tornado and earthquake deal 6D6 damage now

Power Up

Your weapon in its Colossal form now deals 6D6.

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