Base Class: Barbarian
Hercules based barbarian
Precocious Wrestler
You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. On your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands.
Mighty Marksman
You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for attack and damage rolls with longbows. When you make ranged attacks with longbows or thrown weapons while raging, you may add your rage damage bonus to the damage rolls. Thunderous Shot. When you make a ranged attack, you may choose to add the effect of thunderwave to the projectile, centered on the location that the projectile hits. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. Once you have used this feature, you may not use it again until you complete a short or long rest.
Herculean Rage
At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. Additionally, while raging, you are immune to poison damage and you cannot be frightened.
Earthshaker
On your turn, you can use your action to strike the ground and create the effects of an earthquake with a 40 ft. radius, centered on your location. This area becomes difficult terrain. Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature's concentration is broken.
At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw.
At the beginning of each of your subsequent turns, you may use your bonus action to stomp the ground and continue the effects of the earthquake until the beginning of your next turn, for a maximum duration of 1 minute. Once you have used this feature, you may not use it again until you complete a long rest.