Barbarian
Base Class: Barbarian
The Path of the Demi-God is the path of the laborer, the champion, and the living legend. Those who walk this path find their mortal frame rapidly evolving into a vessel of the divine. As your power grows, the friction of time and the weight of the world cease to affect you, leaving you as a timeless monument of physical perfection.

Thunderous Blows

Starting when you choose this path at 3rd level, your divine awakening immediately rewrites your physical and social presence, making you an immovable force in any environment.

  • The Lion’s Voice: You gain proficiency in all Charisma skills. Your presence is so overwhelming that you can add your Strength modifier to those checks.
  • Transcendent Athlete: You gain expertise in the Athletics skill and are proficient in Strength, Constitution, and Dexterity saving throws if you aren't already. You ignore disadvantage on all Strength, Constitution, Dexterity checks, saving throws, and have advantage on them and Charisma checks when you rage. You also ignore disadvantage on attack rolls and can wield any two-handed melee weapon as if it is one-handed.
  • Unstoppable Juggernaut: You ignore difficult terrain, and your speed cannot be reduced. While you aren't incapacitated, you cannot be knocked prone or moved against your will.
  • Ageless Champion: You are immune to magical aging, biological aging, and disease, and cannot die from aging.
  • Divine Limit Break: Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Labor of the Nemean Lion

Starting at 6th level, your skin hardens to the density of mythic beasts, and your power fuels your reflexes.

  • Invulnerable Hide: While raging, you have resistance to all damage.
  • Constricting Grip: Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 24. You can grapple creatures up to two sizes larger than you. A creature grappled by you is also restrained. Creatures with lower Strength, Constitution, and Dexterity scores than yours have disadvantage on contested saving throws and ability checks with those abilities against you.
  • Olympian Leap: Your long and high jump distances are tripled. You can jump as part of your movement without a running start.
  • Fleet of Foot: Your walking speed increases by 10 feet and you gain a climbing and swimming speed equal to your walking speed. You can also take the Dash action as a bonus action.

Sundering of the Heavens

Starting at 10th level, you begin to exert force on the fundamental laws of magic and physics.

  • Impossible Force: Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 26. Your Dexterity score increases by 2. Your maximum for that score is now 22.
  • World-Shaker: You can move unmovable objects (like an Immovable Rod) by succeeding on a DC 30 Athletics check. At level 14 in this class the DC lowers to 25, at level 20 it lowers to 20.
  • Spell-Breaker: As an action, you can physically shatter magical barriers (like the Wall of Force spell) within your reach by succeeding on a Athletics check against the caster's Spell Save DC.
  • Godly Stride: Your walking speed increases by an additional 10 feet.

Twelve Labors Ascendant

At 14th level, you achieve the pinnacle of godly power, standing as a peer to the deities.

  • Godhood Realized: Your Strength and Constitution scores increase by 10. Your maximum for those scores is now 30. Your Dexterity score increases by 4. Your maximum for that score is now 24.
  • Titanic Grappler: You can grapple creatures that are Gargantuan or smaller, regardless of your size. You count as Gargantuan when determining your carrying capacity and the weight you can push, drag, or lift.
  • Legendary Fortitude: If you fail a Strength or Constitution saving throw, you can choose to succeed instead. You can do this once per long rest, or by expending one use of your Rage.
  • Cretan Bull Rush: When you take the Dash action, you can move through the spaces of hostile creatures. Each creature you pass must succeed on a Strength saving throw (DC 8 + Proficiency + Strength modifier) or be knocked prone and take 4d12 + Strength modifier bludgeoning damage.
  • The Apotheosis: This feature replaces the Primal Champion feature at 20th level. You gain the following:
    • Air-Walker: You gain a flying speed equal to your walking speed by stepping on the air through raw power.
    • Absolute Dominance: You are immune to Exhaustion, and being Stunned or Paralyzed.
    • God-King’s Rage: While raging, you can take a second reaction every round. Your melee attacks deal an extra 1d12 force damage.

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Path Of The Demi-God Image

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