Barbarian
Base Class: Barbarian

Mighty strength and endurance are the core powers of any barbarian, but the Kingslayer builds on both of these, allowing them to buff themselves as the situation needs it. They are a mix of high damage and self reliance, with the goal being balanced as well as giving options.

Motivated Warrior

Starting when you choose this path at 3rd level, you can choose a option from the list of motivations to enhance your rage. You can choose another option at level 6.

Bloodlust

While raging, when you reduce a creature to 0 hit points with a melee attack, any damage remaining can be applied to another enemy within the attack's range. This can occur as long as you have damage remaining.

Conquest

You can enter an unrelenting rage. While in an unrelenting rage, enemies who hit you with melee attacks take 3 psychic damage, and you have advantage on Wisdom and Charisma saving throws. When you succeed a saving throw from a creature that would have charmed, frightened, paralyzed, or stunned you, the creature takes (1d8 + your Intelligence modifier) psychic damage. You no longer gain advantage on Strength checks or saving throws, or do extra rage damage.

Extermination

When you choose this feature, you choose an enemy type from the following: Aberration, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, Undead. You deal 1d4 extra damage to enemies of that type while raging.

Fortitude

Once per short rest when you are raging, as a bonus action, you can heal yourself, giving yourself 1d10 + half you barbarian level temporary hit points. While you have these temporary hit points, when you make a Dexterity saving throw that allows you to make a saving throw for half damage, you take no damage on a successful save and half damage on a failed save.

Hatred

When you rage, you can choose to enter a tempered rage. If you choose to do so, you can double your proficiency bonus when making an attack roll. However, you are no longer resistant to bludgeoning, piercing, and slashing damage.

Solemnity

You can take a moment to calm yourself while mid-rage. While raging, you can use a bonus action to expend 1 hit dice. You regain hit points equal to half the roll (minimum of 1).

Superiority

You gain expertise in intimidation. You also gain a special attack action that requires a shield. The target must succeed a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier) or be stunned.

Wrath

When you make an attack while raging, before you roll, you can choose to take a -3 penalty to your attack roll. If the attack hits, you can add +6 to the attack's damage. This does not stack with the feat Great Weapon Master. If you have Great Weapon Master, you can choose to take either or neither,  but not both.

Withstand

Beginning at 6th level, you can take an action or reaction while raging to withstand an onslaught of attacks. When you take the withstand action or reaction, you become immune to all damage and have advantage on all saving throws until the beginning of your next turn. Once it wears off, your speed drops to 0, and you cannot attack or take bonus actions for the next 2 rounds. This action will end your rage. You can use it as a reaction when you take damage or are forced to make a saving throw.

Improved Motivation

Once you reach 10the level, you can choose a single advanced form of one of your two motivations.

Chaotic Calm

When you use solemnity, you can instead expend one hit die to end an effect that is making you charmed or frightened. Requires Solemnity motivation.

Conqueror's Aspect

While in an unrelenting rage, when you reduce a creature to 0 hit points, every other hostile creature of your choice within 20 feet takes psychic damage equal to one of the creature's hit die. Requires the Conquest motivation.

Exterminator's Visage

Creatures of the type you chose have disadvantage on initiative rolls against you.  Requires the Extermination motivation.

Hewing Cleave

When you make an attack roll against a creature, you can make an attack roll against another creature within range with disadvantage. Requires the Bloodlust motivation.

Overwhelming Fortitude

The number of temporary hit points increases to 2d10 + your barbarian level. When your temporary hit points are removed, you gain resistance to the next damage you take. Requires the Fortitude motivation.

Tempered Mind

While in your tempered rage, you gain resistance to psychic damage, and your thoughts cannot be read by creatures unless you are willing. You also have advantage in Intelligence (investigation) checks to discern illusions. Additionally, when you take psychic damage you can instead choose to absorb the damage. Absorbing the damage will heal you for the value equal to the damage before your resistance is factored in. You can absorb psychic damage a number of time equal to your Constitution modifier. Requires the Hatred motivation.

Thunderous Might

You can shove up to 15 feet, and your attacks deal double damage to structures and objects. You can shove as a bonus action. Requires the Superiority motivation.

Wrathful Ferocity

Once per turn, when you miss an attack, you gain advantage on your next attack roll. Requires the Wrath motivation.

Kingslay

One you reach 14th level, you become a true kingslayer. Once per long rest, you can make one attack roll a critical hit. You choose this before you roll. This ends your rage if you were in one, and you cannot rage again until you finish a long rest.

Previous Versions

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