Barbarian
Base Class: Barbarian

Music can be intoxicating but for these enthusiasts, it can throw them into a frenzy unlike the world has ever seen. Unlike their commonly mistaken trope of Battle Dancers, these Barbarians refer to themselves as Moshers. Their battlefield is a dance floor or rather they make their dance floor a battlefield. Between pushing their opponents around or amping up their friends, Moshers mix movement and muscle to their advantage. 

Slamdancing

Starting when you choose this path at 3rd level, your movements and attacks start to get a bit more rough than usual. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to your Rage Damage and is pushed away your half your Barbarian level times 5 feet. 

Metalhead

At 3rd level, your ears are trained aesthetically to harsher sounds. If a spell that uses a verbal component specifically targets you, the caster has disadvantage on Spell Attacks, or you have advantage on Spell Saves. If the spell is considered to have an area of effect, neither bonus is given. 

Headbanging

Starting at 6th level, your body seems to move on its own when you are in your rage. If you are suffering from a negative condition while you’re raging, you can deal Rage Damage to yourself, without reductions, to end that effect. You may use this feature equal to your Constitution Modifier. 

Wall of Death

At 10th level, you learn to rouse those to your level of moshery in others. As a bonus action, you unleash a battle cry infused with primal enthusiasm. Up to ten other creatures of your choice within 60 feet of you that can hear you gain your Rage feature until your rage ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Master of Mosh

Beginning at 14th level, the love for your art form takes over your body.

While you’re raging, you can enter a trance as a bonus action. During this trance, you gain advantage on all attack rolls and Wisdom saving throws. Creatures have disadvantage on attacks against you. Creature that hit you with melee attack must succeed against your Strength Save DC or be knocked prone. This feature refreshes your Rage round timer. 

After this feature ends, you gain two points of exhaustion and it cannot be used for 1d4 days after. 

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