Barbarian
Base Class: Barbarian

The Power of Ristrad is given by the gods to few mortals they deem worthy of wielding incomparable might in battle. In their rage, their bodies become their most powerful weapons, with strength rivaling that of the gods themselves.

The strength of these Heroes to stop blows that would send other foes flying with a single hand, and to accomplish feats of strength that should be physically impossible for a being of their size, is what truly marks them as special. When you see a scrawny half elf lift a cart with a single hand, when you see a halfling block the punch of a frost giant without moving an inch, when you see a human destroy a fortress wall with a single punch from his hand, that is when you know the gods have gifted this mortal with incomprehensible power.

 

Notable examples of such heroes from our mythology are Hercules, Cuchulain, Enkidu, and Gilgamesh, but if their tales tell us anything, it is that this immense power comes at a cost. Hercules famously fell into rages during which he would halucinate monsters in the place of his loved ones, and slaughter them in wild rage and terror. Cuchulain gained his strength from entering warp spasms, during which his beautiful form would become vial and distorted, spasming as a mound of mindless muscles and killing indiscriminately. The story of these immensely powerful creatures is almost always a tragedy.

Divine Strength

Starting from Level 3 for the purpose of any strength check or Saving throw, you count as a Large creature.

At level 14 you are count a huge.

Fists of Iron

Starting when you choose this path at 3rd level, you become proficient with unarmed attacks, your unarmed attacks are based on your Strength stat and do 1d6 + your strength modifier Bludgeoning damage. In order to use your unarmed attacks, you cannot hold a Heavy Weapon.

The damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. In order to use your unarmed attacks.

Crushing Power

Starting at level 6 you while you are grappeling a creature you can attempt to crush it. On your turn, you can use your attack action to crush the grappled target the target must make a Constitution saving throw, taking 1d6 + your strength modifier energy damage on a failure, and half as much on a success.

The Savingthrow DC is determined as

8+ your proficiency modifier + Strength bonus.

The damage increases to by 1d6 each at levels, 9, 13, and 17.

Champion of Legend

At level 10, while you are raging, your unarmed blows are treated as magical for the purpose of overcoming resistance.

Serious Punch

At level 14, while you are in rage you can use your action to perform a single mighty attack. When you hit with this attack you do damage as if you had attacked normally, additionally the creature needs to make a strength saving throw against your crushing power save or be pushed 5 feet times your strength modifier in a direction you determine before you roll to hit, and fall prone. On a success they are pushed half as far and do not fall prone.

If the creature hits an obstacle on its path of being pushed, they stop early and take 1d6 bludgeoning damage per 10 feet left to travel. If the obstacle is another creature, the falling damage is split between the two creatures, if the other creature is smaller, it is knocked prone without a savingtrhow.

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