Barbarian
Base Class: Barbarian

The Path of Ruin is taught to strike where the enemy believes they are strong, cracking defenses and blunting weapons, rendering useless the tools of war used against you.  A Barbarian who follows it knows that the complicated, refined tools and stylized tactics of so-called civilized combat are the most easily to make fail, and has no hesitation in attacking the most well-equipped and trained opponents.  Reliance on those tricks and tools will be their downfall.  One can not dance around death.

Aura of Inevitability

At third level you project an atmosphere of extinction while Raging, the weight of certainty that you are here to cause something to end.  The force of your attacks leaves enemies unnerved and uncertain in the face of destruction.  During your turn, any enemy within 15 feet of you may not use any Reaction triggered by your attacks.

At level 12, this aura increases to 30 feet.

Dissolution Damage

At third level the force of finality you present causes wounds you inflict during your Rage to be more grievous and deadly, eating away at the area around the injury.  Any time you deal damage with a weapon attack on your turn, you deal an additional 1d4 Necrotic damage.  This damage bypasses all item damage thresholds.

This bonus increases to 1d6 at level 6, and 1d8 at level 14.  At level 10, Dissolution Damage deals 1d4 damage even when you are not Raging.

No Escape

At sixth level, when an enemy creature attempts to leave the range of your Aura of Inevitability or take cover breaking line of sight from you, you may attempt to freeze them in their tracks.  As a reaction, you may force the creature to make a Charisma saving throw (DC 8 + Proficiency + ConMod).  If they fail, the action which they were taking fails and ends, and any currently remaining movement is lost.

Death Punch

At tenth level while Raging, you can focus your Aura of Inevitability into an overwhelming attack.  As part of an attack action, make a melee weapon attack.  If it hits, you may end your Rage to enhance the attack with the force of finality.  The attack becomes a Critical Hit and deals damage as such, plus deals additional Necrotic damage equal to your Barbarian level.  You may not reactivate your Rage until the beginning of your next turn.

If an enemy has zero hit points when struck by this attack or is brought to zero hit points by it, the wasting damage breaks them apart into crumbling fragments similar to the Disintegrate spell.

Touch of Decay

When you reach fourteenth level the finality of your presence causes tools and constructed objects to break apart, and matter to wear down at an accelerated rate.  Hilt pins loosen, armor straps fray, and claws blunt.  Whenever you strike an enemy or are struck by an enemy in combat, you may focus your aura on them.  If you are dealt damage by a melee attack, that attack takes a cumulative -1 to damage to a maximum of -5.  If you deal damage with a melee attack, the enemy takes a cumulative -1 to armor class to a maximum of -5.

This is considered basic wear and not damage.  It may effect magical equipment, and may be restored by standard care during a short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/28/2020 8:48:54 PM
41
2
B
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes