Barbarian
Base Class: Barbarian

A warrior who wields the concussive force of bludgeoning weapons to devastate structures, objects and foes with equal ferocity. A one person wrecking crew.

Demolition Man

At level 3 when you choose this subclass you must also choose a weapon to specialize in. It must be a bludgeoning weapon.

At level 3 all your melee attacks are considered to have the siege property (double damage against structures and objects) and an extra 1d8 force damage against constructs

Force of Impact

At level 6, your fury can shake the very earth. In place of one attack each turn while raging you can choose to strike the ground with your weapon, causing a shockwave in a ten foot cone from the point of impact in whatever direction you’re facing. Any creature in this area 2 size categories larger than yourself or smaller, must make a saving throw of 8 + your proficiency bonus + your strength modifier. The shockwave deals 1d8 + your strength modifier of force damage. The effected creatures takes half damage and is not knocked prone on a successful save. This only effects creatures on the ground. The shockwave deals double damage to any creature underground in the area of effect. The effected area is now difficult terrain.

 

 

Devastating Smash

At level 10 while raging you can choose to perform a vicious paralyzing blow. Once per turn while raging, on a successful attack you can expend one usage of this ability to make the target roll a saving throw of 10 + your proficiency bonus + your strength modifier against being paralyzed until the beginning of your next turn. You can perform this ability a number of times equal to 1+ your strength modifier. If the target is prone they fail the save automatically. You regain all expended uses after a long rest.

Critical Shockwave

At 14th level you now double your strength and rage modifiers when calculating critical damage.

In addition you now release a powerful shockwave whenever you land a critical hit. This shockwave deals maximum damage for each die rolled and is subject to critical modifiers. The target of the initial attack makes no saving throw against this damage. Any other enemies caught within the area of effect must make a saving throw for half damage and to avoid being knocked prone. The range of the critical shockwave is a 15ft cone. This still only effects creatures on the ground. The effected area is now difficult terrain.

Force of Impact improvement:
Any creature within the cone regardless of size must make the saving throw or be knocked prone. The shockwave damage is now 2d8 + double your strength modifier of force damage on a failed save or half that on a successful save and the target is not knocked prone.

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