Base Class: Barbarian
Barbarians walking the Path of the Broken Soul have suffered greatly. The source of pain may be forgotten in a distant past or an unshakable memory that is with them at every moment. While these barbarians may be incredibly strong of body, some great hardship or loss has left their spirit with a terrible wound from which pours their terrifying rage.
While many who walk this path are dour or quick to anger and some lose hold of reality and fall into true madness, often these barbarians' resilience leaves them well-prepared to face further hardships. In such cases, these warriors prove themselves steady and good-natured around their companions, allowing their pain to surface only in the violence they inflict on their enemies. No matter the dark details of their past, barbarians on the Path of the Broken Soul have the strength to forge their future.
Note: credit to reddit user u/EinksArcana
Peripheral Pain
When you miss a melee attack using Strength, you may make a melee attack as a bonus action that turn.
Mortal Endurance
Even in bad situations, you know you've been through worse. While raging, you cannot be stunned or knocked prone. In addition, while raging you ignore the effects of exhaustion levels less than or equal to your proficiency modifier. If your level of exhaustion exceeds your proficiency modifier, you still suffer those effects.
Shocking Violence
Your attacks send a message to those around you. When you score a critical hit with a melee attack using a Strength weapon, chose one creature within 30 ft. That creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute.
The DC of this saving throw is 8 + proficiency bonus + Strength modifier. A creature that failed it's saving throw can repeat the saving throw again on each of its turns.
Unending Nightmare
You find opportunities to overwhelm your enemies with your anger. After dealing a critical hit with a melee weapon attack using Strength, roll an extra 1d6 damage. You may continue to roll extra 1d6 damage this way until you roll a 5 or a 6. Dice rolled this way are not doubled by the critical strike.
Comments