Base Class: Barbarian
Every barbarian trades control for power, but you'll be worse. The Path of the Bonebreaker's the certainty that death's too good for your foes. You'll see them broken & shattered on the anvil of battle, & what life they have left'll languish in regret of the day they met a bonebreaker.
As a bonebreaker, you learn devastating techniques for inflicting max bodily harm on your enemies. While in the throes of your rage your attacks mutilate your opponents, breaking bones, gouging eyes, & delivering concussive blows that make them easy prey for you & your allies.
Shattering Strength
At 3rd level when you adopt this path, you gain access to specialized techniques that you can use to maim your opponents. While you're raging, 1/turn when you deal damage to a creature w/ a melee weapon attack you can choose to use a mutilation, which are detailed under “Mutilations” below. You can attempt a mutilation 3 times during a given rage.
The effects of your mutilations last until removed. Recovering from a mutilation requires a creature to use its action to make a successful Medicine check versus your mutilation save DC. The mutilation also ends if the creature regains 10 or more hp. A creature that lacks the necessary anatomy, such as bones or eyes, may be immune to the effects of your mutilations, & creatures w/ abundant anatomy, such as many eyes or limbs, might've advantage on saving throws to resist your mutilations, at the DM’s discretion.
Saving Throws. Your mutilations require your target to make a saving throw to resist the mutilation’s effects. The saving throw DC is calculated as follows:
Mutilation save DC = 8 + your proficiency bonus + your Str modifier
Mutilations
There're 4 mutilations available to you, & you know all of them.
Concussed. Your blow rattles the minds of your opponents, forcing them to make a Con saving throw. A failed saving throw imposes disadvantage on Con saving throws to maintain concentration on spells, &, when the creature attempts to cast a spell, it must succeed on a Con ability check, the DC of which =s 10 + the spell’s level (DC 10 for cantrips) or the spell fails & the spell slot or use of that spell's expended.
Contorted. Your blow twists the creature’s body in ways it wasn't meant to bend, forcing it to succeed on a Con saving throw or be unable to take bonus actions or reactions.
Gouged. Your blow gouges your opponent’s eyes, forcing them to succeed on a Con saving throw or become blinded.
Shattered. Your blow snaps the bones & musculature of your enemy. You may select a limb your enemy possesses (such as an arm or leg) & force it to succeed on a Con saving throw or suffer the following effects according to the limb you selected.
- Limb used for attacking or holding items & objects. The creature drops what it was holding in that limb & has disadvantage on attacks & ability checks that require use of that limb.
- Limb used for moving. The creature’s speed's halved & has disadvantage on ability checks that require the use of that limb.
Sense Vulnerability
Beginning at 6th level, you gain keen insight into the vulnerabilities of your enemies. As a bonus action, you can study a creature you can see w/i 60 ft to learn information about its vulnerabilities to your mutilations. The DM tells you which mutilations (if any) the creature's immune to or has advantage on saving throws to resist due to its anatomy or physiology.
Mutilating Critical
At 10th level, when you score a crit, you may choose to use a mutilation on that attack w/o it counting against your limit of 3 mutilations per rage. Additionally, when you use a mutilation as part of a crit, the target has disadvantage on saving throws against the mutilation.
Relentless Maiming
At 14th level, your fury only grows when you fail to brutalize an opponent. When a creature succeeds on a saving throw against a mutilation, you gain an additional use of a mutilation during your current rage, allowing you to relentlessly ruin your foes.
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