Barbarian
Base Class: Barbarian

The following is the complete concept for the subclass, with all its intended abilities explained in straightforward language. These features are homebrew, not official D&D rules.

The subclass gains features at Barbarian levels 3, 6, 10, and 14, matching the subclass progression in the 2014 Player's Handbook. The strongest abilities are intentionally extreme.

Level 3: Godslayer Awakening

Your mortal limits begin to disappear. Your Rage becomes a source of overwhelming strength, supernatural endurance, and devastating attacks.

What it grants:

Primordial Fury: Your melee attacks deal additional force damage while raging.

Godslayer's Might: Your Strength score can exceed the normal limit of 20, allowing you to reach supernatural levels of physical power.

Unbreakable Flesh: You gain extraordinary resistance to damage and become harder to kill.

Blood-Fueled Destruction: Taking damage builds Fury, which you can use to empower your attacks.

Level 6: Cataclysmic Predator

Your attacks become powerful enough to devastate groups of enemies, while every successful strike feeds your growing fury.

What it grants:

Worldbreaker Strikes: Your weapon attacks unleash additional destructive energy.

Ruinous Criticals: Your critical hits deal extra damage beyond the normal critical-hit dice.

Relentless Pursuit: You can close the distance to enemies with supernatural speed.

Devour the Impact: A portion of the punishment you endure can fuel your next attacks.

Level 10: Immortal Juggernaut

Your body becomes a fortress capable of withstanding attacks that would obliterate ordinary warriors.

What it grants:

Absolute Resistance: Your defenses become much stronger against physical and supernatural damage.

God-Eater Regeneration: You recover health during combat, especially while raging.

Refusal to Fall: You can survive attacks that would normally knock you unconscious.

Devastating Retaliation: Enemies that successfully damage you risk suffering a powerful counterattack.

Level 14: Avatar of Annihilation

You stop fighting like a mortal altogether. Your rage becomes a catastrophic force that can overwhelm legendary monsters and threaten godlike enemies.

What it grants:

Apocalypse Form: You transform into an empowered version of yourself, increasing your damage and durability.

World-Ender Execution: You unleash a devastating attack against a powerful enemy.

Unconquerable Existence: You gain exceptional protection against death and debilitating effects.

Infinite Slaughter: Your Fury can build into an escalating chain of attacks, letting you dominate the battlefield

 

Primordial Fury

Your rage awakens an ancient power within your body, transforming every melee weapon strike into a devastating blow capable of tearing through even the toughest enemies.

While your Rage is active, whenever you hit a creature with a melee weapon attack, you deal an additional 2d8 force damage. This damage is added to the attack’s normal damage and is dealt to the same target.

This additional damage applies to every melee weapon attack that hits while your Rage is active, including attacks made using Extra Attack, bonus-action attacks, and opportunity attacks.

If your attack scores a critical hit, roll the additional damage dice twice as normal for critical hits. For example, the additional 2d8 becomes 4d8 force damage on a critical hit.

This ability does not require a separate action. It automatically applies whenever you hit with a qualifying melee weapon attack while raging.

The force damage represents the raw destructive energy of your Godslayer power. It is separate from your weapon’s normal damage and your Barbarian Rage damage bonus.

Godslayer’s Might

Your physical strength surpasses the limits of ordinary mortals. Your muscles become infused with primordial power, allowing you to perform feats of strength that would be impossible for other warriors.

When you gain this ability, your Strength score increases by 4 points, up to a maximum of 30. This increase can raise your Strength above the normal maximum of 20.

Your increased Strength improves your melee weapon attack rolls, melee weapon damage rolls that use Strength, Strength checks, and Strength saving throws.

For example, if your Strength score increases from 20 to 24, your Strength modifier increases from +5 to +7. This provides a greater bonus to your attacks, damage, and Strength-based checks and saves.

This ability is always active and does not require an action, a bonus action, or Rage.

Your Strength score cannot exceed 30 through this ability. If your Strength score is already 30, this feature does not increase it further.

 

Unbreakable Flesh

Your body becomes an unnatural fortress, reinforced by the same ancient power that fuels your rage. Weapons, magical attacks, and supernatural forces struggle to harm you.

While your Rage is active, you gain resistance to the following damage types:
Bludgeoning
Piercing
Slashing
Force
Necrotic
Radiant

Resistance to a damage type means you take only half the damage of that type, rounded down, after applying any relevant damage modifiers. For example, if an attack deals 30 force damage, you take 15 force damage instead.

These resistances apply to damage from both magical and nonmagical sources. They do not stack with other instances of resistance to the same damage type. If you already have

resistance to a damage type, you still take half damage rather than one-quarter damage.

Additionally, while your Rage is active, you have advantage on saving throws against being poisoned and cannot be frightened.

Advantage means you roll two d20s for the qualifying saving throw and use the higher result.

This ability does not require a separate action. Its benefits activate when you enter Rage and end when your Rage ends. 

Blood-Fueled Destruction

Every wound you endure feeds the destructive power within you. Rather than weakening you, an enemy’s attacks fuel your growing fury and allow you to unleash even more devastating strikes.

Gaining Fury Points. While your Rage is active, whenever an enemy damages you, you gain 1 Fury point. You can hold a maximum of 5 Fury points at a time. You cannot gain Fury points beyond this maximum.

Spending Fury Points. Once per turn, when you hit a creature with a melee weapon attack while raging, you can spend up to 3 Fury points to empower that attack. For each Fury point spent, the attack deals an additional 2d8 force damage to the target.

The additional damage is added to the attack’s normal damage and any other applicable damage bonuses.

The damage gained from spending Fury points is as follows:

1 Fury point: 2d8 additional force damage.
2 Fury points: 4d8 additional force damage.
3 Fury points: 6d8 additional force damage.

You decide how many Fury points to spend when you hit with the attack. You do not need to spend any Fury points if you wish to save them for a later attack.

Limits and Recovery. You can spend Fury points only once per turn through this ability. You regain no Fury points automatically when you spend them. All remaining Fury points disappear when your Rage ends.

This ability does not require a separate action to gain Fury points. Spending Fury points is part of the melee weapon attack that triggers the ability.

The Fury points represent the destructive energy you accumulate by enduring punishment. The more your enemies hurt you, the more power you can unleash against them.

 

Blood-Fueled Destruction

Every wound you endure feeds the destructive power within you. Rather than weakening you, an enemy’s attacks fuel your growing fury and allow you to unleash even more devastating strikes.

Gaining Fury Points. While your Rage is active, whenever an enemy damages you, you gain 1 Fury point. You can hold a maximum of 5 Fury points at a time. You cannot gain Fury points beyond this maximum.

Spending Fury Points. Once per turn, when you hit a creature with a melee weapon attack while raging, you can spend up to 3 Fury points to empower that attack. For each Fury point spent, the attack deals an additional 2d8 force damage to the target.

The additional damage is added to the attack’s normal damage and any other applicable damage bonuses.

The damage gained from spending Fury points is as follows:

1 Fury point: 2d8 additional force damage.
2 Fury points: 4d8 additional force damage.
3 Fury points: 6d8 additional force damage.

You decide how many Fury points to spend when you hit with the attack. You do not need to spend any Fury points if you wish to save them for a later attack.

Limits and Recovery. You can spend Fury points only once per turn through this ability. You regain no Fury points automatically when you spend them. All remaining Fury points disappear when your Rage ends.

This ability does not require a separate action to gain Fury points. Spending Fury points is part of the melee weapon attack that triggers the ability.

The Fury points represent the destructive energy you accumulate by enduring punishment. The more your enemies hurt you, the more power you can unleash against them.

Worldbreaker Strikes

Your attacks carry enough destructive force to shatter the ground and devastate anything caught near your target.

Once on each of your turns while your Rage is active, when you hit a creature with a melee weapon attack, you deal an additional 4d8 force damage to that creature.

Additionally, choose one other creature within 10 feet of your original target. That creature takes force damage equal to your Strength modifier. This secondary damage does not require an additional attack roll.

The additional 4d8 damage applies only once per turn, regardless of how many attacks you make. You can use this ability with attacks that benefit from Primordial Fury and Blood-Fueled Destruction.

This ability requires no separate action. It activates when you hit with a qualifying melee weapon attack while raging.

Ruinous Criticals

Your strikes become catastrophically powerful when you find an enemy’s weakness. A critical hit releases a violent burst of primordial energy that tears through your target.

Whenever you score a critical hit with a melee weapon attack, you deal an additional 4d10 force damage to the target.

This damage is added to the critical hit’s normal damage and any other applicable damage bonuses. Because this is additional damage from a separate feature, it also applies alongside Primordial Fury and other compatible damage effects.

This ability requires no separate action and activates automatically when you score a qualifying critical hit.

Ruinous Criticals does not increase your chance of scoring a critical hit. It increases the damage you deal when one occurs. 

 

Relentless Pursuit

Your rage drives you forward with supernatural speed, making it extremely difficult for enemies to escape your reach.

While your Rage is active, your walking speed increases by 20 feet, and moving through difficult terrain costs you no additional movement.

Additionally, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to move up to half your speed toward that creature.

This reaction movement does not provoke opportunity attacks from the creature that triggered the ability. It does not allow you to make an attack as part of the movement.

You must have your reaction available to use this feature. Your increased speed and ability to ignore difficult terrain end when your Rage ends.

Devour the Impact

Your body converts incoming punishment into the destructive energy that fuels your Godslayer powers. The more severely your enemies hurt you, the more power you gain to retaliate.

While your Rage is active, once per round when an attack damages you, you gain 2 Fury points. If that same attack reduces you below half of your maximum hit points, you gain an additional 2 Fury points.

You cannot exceed your maximum of 5 Fury points. If gaining points would put you above this limit, you gain only enough points to reach 5.

These points are added to the same Fury pool used by Blood-Fueled Destruction. You can spend them through that ability to deal additional force damage with a melee weapon attack.

Devour the Impact does not deal damage by itself. Instead, it strengthens your future attacks by giving you more Fury to spend.

This ability requires no separate action. Its effects end when your Rage ends, and any remaining Fury points disappear at that time.

Absolute Resistance

Your body becomes an almost impenetrable fortress, reinforced by the overwhelming power of your Godslayer rage. Physical attacks, magical forces, and devastating abilities struggle to overcome your defenses.

While your Rage is active, you gain resistance to all damage except psychic damage. Resistance causes you to take half damage of the applicable type, rounded down. This resistance applies to both magical and nonmagical sources of damage. Multiple sources of resistance to the same damage type do not stack.

Additionally, while raging, you have advantage on Strength, Dexterity, and Constitution saving throws. You cannot be knocked prone against your will, and you have advantage on ability checks and saving throws made to resist being grappled or restrained.

These benefits remain active for the duration of your Rage and end when your Rage ends.

Absolute Resistance does not prevent you from taking damage entirely. Psychic damage bypasses the resistance granted by this feature, and you remain subject to other effects unless another ability protects you from them.

God-Eater Regeneration

The ancient power inside you constantly repairs your body, forcing your wounds to close even in the middle of a brutal battle. As long as your rage continues and you remain conscious, your body fights to keep you alive.

At the start of each of your turns while your Rage is active, you regain hit points equal to twice your Barbarian level plus your Constitution modifier.

For example, a level 10 Barbarian with a Constitution modifier of +5 regains 25 hit points at the start of each turn while raging.

This healing cannot restore you above your normal hit point maximum. You must have at least 1 hit point to benefit from this regeneration. If you are reduced to 0 hit points and become unconscious, this feature cannot restore you to consciousness by itself.

God-Eater Regeneration requires no action. It activates automatically at the start of your turn while its conditions are met, and it stops functioning when your Rage ends

Refusal to Fall

Your determination to survive surpasses the limits of mortal endurance. Even when a devastating attack should bring you down, your Godslayer power forces you to remain standing.

Once per long rest, when damage would reduce you to 0 hit points, you can drop to 1 hit point instead. You then regain additional hit points equal to your Barbarian level plus your Constitution modifier.

For example, a level 10 Barbarian with a Constitution modifier of +5 remains at 1 hit point and then regains 15 additional hit points, leaving them at 16 hit points in total.

This feature activates when you would be reduced to 0 hit points by damage. It does not require an action, and you cannot use it again until you finish a long rest.

Refusal to Fall does not automatically protect you from effects that kill you without reducing your hit points to 0. Once this feature has been used, you must finish a long rest before you can use it again.

Devastating Retaliation

Your rage turns every enemy attack into an opportunity for brutal retaliation. Rather than allowing your enemies to strike without consequence, you answer their aggression with a devastating counterattack.

Once per round while your Rage is active, when a creature within your melee reach hits you with an attack, you can use your reaction to make one melee weapon attack against that creature.

If your retaliatory attack hits, it deals its normal weapon damage plus an additional 4d8 force damage.

This additional force damage is added to your weapon damage, Strength modifier, Rage damage bonus, and any other applicable damage bonuses. If the retaliatory attack scores a critical hit, resolve the attack’s damage according to the normal critical-hit rules, including any applicable additional damage dice.

You must be able to use your reaction and have the attacking creature within your melee reach to use this feature. This ability does not grant unlimited reactions, and it can trigger no more than once per round.

Devastating Retaliation requires no action on your turn. It uses your reaction when an enemy hits you, allowing you to punish enemies for attacking you while your Rage is active

Apocalypse Form

Your body unleashes its full Godslayer power, transforming you into an unstoppable avatar of destruction. Primordial energy surrounds you, your strength reaches terrifying levels, and every strike carries the force of a cataclysm.

As a bonus action while your Rage is active, you can transform into Apocalypse Form for 1 minute. You can use this ability once per long rest.
While transformed, you gain the following benefits:

Temporary Hit Points: You gain temporary hit points equal to three times your Barbarian level. These temporary hit points do not stack with other temporary hit points.

Apocalyptic Strikes: Whenever you hit a creature with a melee weapon attack, you deal an additional 4d10 force damage to that creature.

Extended Reach: Your melee reach increases by 5 feet on your turn, allowing you to attack enemies from farther away.

Empowered Strength: You have advantage on Strength ability checks and Strength saving throws.

Unbreakable Will: You cannot be charmed or frightened.

Flight: You gain a flying speed equal to your walking speed. You must end your turn on a solid surface or fall.

These benefits last for 1 minute. If your Rage ends before the minute expires, Apocalypse Form ends as well.

Apocalypse Form does not grant additional actions or attacks by itself. It strengthens your existing attacks and defenses, allowing you to combine its benefits with your other Godslayer abilities.

World-Ender Execution

You concentrate an overwhelming amount of primordial energy into a single devastating strike capable of shattering defenses and sending even colossal enemies flying.

Once during each use of Apocalypse Form, when you hit a creature with a melee weapon attack, you can unleash World-Ender Execution against that target.

The attack deals an additional 20d10 force damage. This damage is added to the attack’s normal damage and any other applicable damage bonuses.

After the damage is dealt, the target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier.

On a failed saving throw, the target is knocked prone and pushed up to 30 feet away from you. On a successful saving throw, the target avoids being knocked prone and pushed, but still takes the additional force damage.

This ability does not automatically kill its target. Damage is resolved normally, and a creature reduced to 0 hit points is subject to the usual rules for dying.

World-Ender Execution requires no separate action because it is activated when you hit with a melee weapon attack. You can use it only once per Apocalypse Form, and you regain its use when you activate Apocalypse Form again after completing a long rest.

Unconquerable Existence

Your will becomes impossible to break, and your body refuses to surrender to effects that would incapacitate an ordinary warrior. Fear, manipulation, and supernatural forces struggle to overcome your Godslayer nature.

While your Rage is active, you gain the following benefits:

Fearless Mind: You are immune to the frightened condition.

Unchained Will: You are immune to the charmed condition.

Unstoppable Body: You are immune to the stunned condition.

Defiance of Magic: You have advantage on saving throws against spells and other magical effects.

Death Defiance: You have advantage on death saving throws.

Additionally, once per long rest, when you fail a saving throw, you can choose to succeed instead. You must make this choice after failing the saving throw but before the consequences of that failure are applied.

The once-per-long-rest benefit does not require an action. It can be used against any saving throw, including one made against a spell, a monster’s ability, or another harmful effect.

The condition immunities and saving throw advantages apply only while your Rage is active. The ability to turn a failed saving throw into a success is a separate benefit that can be used once per long rest.

This ability does not make you immune to damage or every possible condition. Effects that do not involve the frightened, charmed, or stunned conditions can still affect you unless another feature protects you from them.

Infinite Slaughter

Your rage becomes a relentless chain of destruction. Every enemy you defeat gives you another opportunity to attack, allowing you to tear through groups of weaker opponents without slowing down.

Once on each of your turns, when you reduce a hostile creature to 0 hit points with a melee weapon attack, you can make one additional melee weapon attack against a creature within your reach.

If that additional attack reduces another hostile creature to 0 hit points, you can make another additional melee weapon attack. This chain continues each time an additional attack reduces a hostile creature to 0 hit points.

You can make a maximum of five additional attacks per turn through this feature.

Each additional attack is a separate melee weapon attack. It uses your normal attack roll and deals its normal weapon damage, along with any other applicable damage bonuses or effects from your Godslayer abilities.

You must have a valid target within your reach for each additional attack. If an attack does not reduce a hostile creature to 0 hit points, the chain ends immediately.

Infinite Slaughter works best against groups of weaker enemies. Against a single powerful enemy that survives your attacks, this feature does not grant additional attacks unless you defeat another hostile creature.

This ability does not require a bonus action or reaction. The additional attacks occur as part of the same turn when the conditions are met.

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