Base Class: Barbarian
Victory comes with a heavy price.
Barbarians taking the Path of Reckless Abandon know this all too well. For they care not of their own well-being, often bearing their scars as war-prizes to be treasured and flaunted. The greater the scar, the deeper its value.These battle-thirsty Barbarians willingly give up their sight and mind for ten-fold strength, ensuring that any victory and glory awarded to them in battle is paid for in their own blood. As the paragon of warriors their presence is to be met with dread, and their violent deaths are to be met with the highest honor.
Victory for Breath. The ultimate price for the ultimate warrior.
Blinding Fury
At 3rd Level, All you see is red in your seething rage. That is no metaphor. When you enter a rage, and at the start of your turns until your rage ends, you can choose to become blinded until the end of your turn (no Action required). While blinded in this way, you gain the following benefits:
- Any attack roll you make with a result of 17 or higher on a d20 is treated as a roll of 20 on a d20.
- The first weapon attack you hit with on your turn deals an additional amount of damage equal to 1d6 + your Barbarian Level on a hit. This additional damage increases to 2d6 + your Barbarian Level if the attack is benefitting from your "Reckless Attack" feature.
Unwavering Aura
At 3rd Level, Your primal nature manifests as a violently whirling aura that numbs you to pain and deafens you to your inhibitions. With it, you become both an immovable object and an unstoppable force. When you enter a rage, you gain an amount of temporary Hit Points equal to your Barbarian Level + your Strength modifier. While you are raging, whenever you hit with a weapon attack that is benefitting from your "Reckless Attack" feature, you gain an amount of temporary Hit Points equal to 1d6 + your current temporary Hit Point amount. For instance, if you have 10 temporary Hit Points and you hit with a reckless weapon attack, you gain 1d6 + 10 temporary Hit Points. If you have temporary Hit Points through this feature while unarmored, you gain a bonus to your unarmored AC and saving throws equal to your Strength modifier.
Once per long rest, if an attack or spell would reduce your temporary Hit Points to 0, any remaining damage would not effect your Hit Points.
You lose all temporary Hit Points gained through this feature once your rage ends.
Wanton Destruction
At 6th Level, You throw caution to the wind and yet you weaponize your fury in any way you see fit, turning mindless violence into a surprisingly focused display of strategy. As a Bonus Action, you can deal at least 12 bludgeoning damage to yourself and take one of the actions listed below, the highest amount you can deal to yourself equaling half your Hit Point maximum. This bludgeoning damage ignores any resistances and immunities you have against bludgeoning damage, as well as any amount of temporary Hit Points you have. The actions you can take through this feature are the following:
Crash. You take the Dash Action. When you walk past a creature for the first time while dashing in this way, it must make a Constitution saving throw. Upon a failed save, a creature becomes stunned until the start of your next turn, and is dealt an amount of bludgeoning damage equal to half the amount of damage you dealt to yourself to execute this action. Upon a successful save, a creature takes half as much damage and is not stunned.
Gnash. You let out a terrifying roar. This roar imposes disadvantage to all attack rolls made against any creature of your choice within 30 ft. of you until the start of your next turn. Any hostile creature within 30 ft. of you must make a Constitution saving throw. Upon a failed save, a creature is dealt an amount of thunder damage equal to half the amount of damage you dealt to yourself to execute this action. Upon a successful save, a creature takes half as much damage.
Lash. You make one weapon attack. This weapon attack gains a bonus amount to the attack roll equal to half the amount of damage you dealt to yourself to execute this action. On a hit, the attack deals an additional amount of damage equal to half the amount of damage you dealt to yourself to execute this action.
Thrash. You make one weapon attack. This weapon attack targets all creatures within 5 ft. of you with a separate attack roll for each target. One creature of your choice that is hit by this attack is dealt an additional amount of damage equal to the amount of damage you dealt to yourself to execute this action.
Smash. You make one weapon attack. This weapon attack hits only if it is a Critical Hit. However, on a hit, the attack deals an additional amount of damage equal to double the amount of damage you dealt to yourself to execute this action.
The DC of saving throws imposed by this feature is equal to 8 + your Strength modifier + your Proficiency Bonus.
Over Exertion
At 10th Level, You can exhaust your body's limits for an onslaught of violence, sacrificing survival for destruction. When you take the Attack Action on your turn and the action is benefitting from your "Reckless Attack" feature, you can choose to make one additional weapon attack as part of the same action (no Action required). However, if you hit with this weapon attack, you are dealt an amount of bludgeoning damage equal to the damage roll of the attack. This bludgeoning damage ignores any resistances and immunities you have against bludgeoning damage, as well as any amount of temporary Hit Points you have.
Any damage you take as a result of this feature can only be healed by either expending Hit Dice during a short rest or finishing a long rest.
Violent End
At 14th Level, You grit your teeth when faced with death, raging onward even more ceaselessly than before. Like you, any who standing in your path will surely meet a violent end. While raging, if you take damage that reduces you to 0 Hit Points, you will not fall unconscious, and you gain an amount of temporary Hit Points equal to 1/4 of your Hit Point maximum + your current temporary Hit Point amount. For instance, if you have a Hit Point maximum of 200 while having 10 temporary Hit Points and your Hit Points are reduced to 0, you gain 60 temporary Hit Points. These temporary Hit Points are treated as though they are granted by your "Unwavering Aura" feature. Additionally, you gain the following benefits until your rage ends or until your Hit Points are above 0:
- So long as you have temporary Hit Points, any damage you take does not result in an automatic Death saving throw failure.
- You can forgo disadvantage to your weapon attacks imposed by the blinded condition.
- The amount of temporary Hit Points your "Unwavering Aura" feature grants to you when hitting with a reckless weapon attack is increased by 1d6, totaling to 2d6 + your current temporary Hit Point amount per hit.
- The actions you make through your "Wanton Destruction" feature no longer require expending Hit Points to execute, and when taken, will function as though you have expended an amount of Hit Points equal to your current temporary Hit Point amount, up to a maximum equal to half your Hit Point maximum.
When your rage ends and you still have 0 Hit Points, you fall unconscious. However, if you fail three Death saving throws while raging in this way, you die once your rage ends.
This feature can be used once per long rest.
Previous Versions
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