Barbarian
Base Class: Barbarian

Sacred pits at metal gatherings are not for the light hearted. It takes a certain type of resolve to withstand the ritual dancing that occurs. The Path of the Mosher is a path of savage piety, where only the brave and most ferocious survive. Like the godcore you let your emotions take control, affecting those around you.

For more information about the world this subclass belongs to see the Metallonomicon document, listed below:

dmsguild.com/product/329638/Metallonomicon

Moshing

Starting when you take this primal path

You’ve learned the ways of the pit, and have mastered the ritual movements gifted by the godcore. These sacred dances are essential to pit crafting, and when done correctly, bleed the essence of the gods into the air around you causing varying effects on the creatures within. Starting at 3rd level you can start moshing when you rage. In addition, to all the normal benefits of a rage you also gain the following:

  • You may use a bonus action to perform moshing rituals. You may only perform one moshing ritual at a time. If you stop moshing the ritual ends. If you change rituals the benefits of the previous ritual end.
  • Auras that are created by your moshing rituals have a 10 foot radius. At level 6 the radius increases to 15 feet, at level 10 it increases to 20 feet, and at level 14 it increases to 25 feet.
  • Any creature that starts their turn within 5 feet of you must make a dexterity saving throw equal to or greater to your Moshing DC. On a failure, the creature takes bludgeoning damage equal to your bonus rage damage. On a success, nothing happens.
  • When your rage ends you gain 1 level of exhaustion.

Moshing DC = 8 + str modifier

Moshing Ritual: Two-Stomping

3rd-level Path of Mayhem feature

You throw yourself into the middle of the bloodshed and abruptly start crossing your legs, alternating between left and right, and punching towards the ground. Your movements get your comrades’ feet moving causing them to run through the battleground more swiftly. As a bonus action, you may start two-stomping to create an aura around you that grants 5 feet of bonus movement to your allies that start their turn within it.

At level 10 this bonus increases to 10 feet.

The aura lasts until you stop moshing or until you change your moshing ritual.

Moshing Ritual: Pumping

6th-level Path of Mayhem feature

You find yourself amongst your crying allies, and their pain infuriates you. What weaklings! You shall deal with the enemy yourself. You start to throw your elbows back in a rhythmic motion. Your movements spurn your enemies, and draw their rage upon you. As a bonus action, you may start pumping to create an aura. Every hostile creature that starts their turn within the aura must make a DC 13 wisdom saving throw. If they fail the roll until the end of their next turn they must use their movement to move as close as they can towards you, they cannot take a bonus action or use a reaction, and they can only spend their action to attack you. If they succeed, nothing happens.

At level 14, creatures affected by the aura roll with disadvantage on their next attack roll.

The aura lasts until you stop moshing or until you change your moshing ritual.

Human Wrecking Ball

6th-level Path of Mayhem feature

You’ve learned how to give as much as you get in the pit. When those not baptized by the fires of the pit are near you, while you are moshing, they will pay for their ignorance in blood. While moshing add your proficiency modifier to the damage dealt to enemies that fail their saving throw against your moshing.

Moshing Ritual: Throwing Down

10th-level Path of Mayhem feature

You jump into the fray and start throwing your arms down in front of you in alternating motions. Your movements get your comrades’ blood pumping bringing out their more feral side. As a bonus action, you may start throwing down to create an aura around you that grants allies that start their turn in it, a 1d4 bonus to their attack roll(s).

At level 14 the bonus also applies to their damage roll(s). Roll for the bonus when you start using this mosh ritual.

The aura lasts until you stop moshing or until you change your moshing ritual.

Moshing Ritual: Flailing

14th-level Path of Mayhem feature

You find yourself amongst your enemies, and their very presence within your domain disgusts you. You start to rhythmically throw arms, legs, and elbows in every direction. Your movements cause your rage to envelop your allies. As a bonus action, you may start flailing to create an aura around you. Each ally that starts their turn within that aura may use their bonus action to make a melee attack.

The aura lasts until you stop moshing or until you change your moshing ritual.

Perfected Mosh Form

14th-level Path of Mayhem feature

You’ve ventured into the pit enough to perfect every intricate movement required for any moshing ritual. You know how to land a flailing punch, elbow, or kick to all those asking for it. While moshing, hostile creatures that start their turn within 5 feet of you can no longer avoid taking damage. They automatically fail their saving throw against your moshing.

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