Base Class: Barbarian
Become a Living Earthquake
Barbarians who follow the path of the mountain are unstoppable forces on the battlefield, either unwaveringly standing their ground or relentlessly pushing their way through any obstacle. It is said that the rage of these barbarians lets them move mountains.
Bolstering Earth
Your melee attacks deal siege damage and an additional 1d6 bludgeoning damage as long as you have temporary hit points. At Barbarian level 10 the additional damage increases to 1d12.
While raging you gain temporary hit points at the start of your turn equal to your proficiency bonus.
Quaking Steps
Your very steps crack stone and shake the ground. You gain the following benefits.
Stonewalker. You can move across difficult terrain without expending extra movement.
Ground Slam. Once per turn when you take the attack action, you can replace one of your attacks with a ground slam. When you do so, each creature of your choice in a 10-foot emanation originating from you must make a Dexterity saving throw (DC 8 plus your strength modifier and proficiency bonus). On a failed save, a creature takes 3d10 bludgeoning damage and falls prone. On a success, a creature takes half as much damage and doesn't fall prone. The area of the emanation is difficult terrain for 1 minute.
You can use Ground Slam a number of times equal to your rage damage bonus and regain one expended use on a short rest and all expended uses on a long rest.
Landslide
Your mastery of the earth lets you take advantage of those struggling against its might. Whenever you take the attack action, you can make one additional attack against a target that is in difficult terrain. Additionally, if you push a creature through difficult terrain they take 1d4 bludgeoning damage for every 5 feet moved.
Unstoppable Force
Once per day when you enter your rage, you can become unstoppable for the duration of the rage and gain the following benefits
- Your movement cannot be reduced in any way and you cannot be moved against your will.
- You are immune to the prone, stunned, dazed, frightened, charmed, and paralyzed conditions
-You can push creatures just by walking through them. Whenever you use your movement you can spend 5 feet of it to push a creature 5 feet and then immediately enter the space it left.
- Once during the duration of this feature you can replace one of your attacks to cast Earthquake (no concentration required), ignoring the rule against casting spells while raging for this spell. You must be in the area of the spell when you cast it.
You can expend 2 of your rages (no action required) to restore your use of this feature.
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