Barbarian
Base Class: Barbarian

The Path of Justice is fit only for those of strong character and a belief in oneself. Powered by might, virtue, and a strong sense of just righteousness, your ideals and beliefs carry just as much weight as your weapon on the battlefield.

Barbarians of this caliber are usually leaders of their tribe or clan, powerful visionaries seeking justice in dire straits, or those who wish to push themselves to their limits, and go beyond. These barbarians rage for more than just themselves, but for their comrades as well.

 

The Power of Justice

At 3rd level, you can channel your strong sense of justice and will into your strikes, they take on new, magical properties. For the duration of your rage, when you use a melee weapon attack, you can choose to deal Force damage instead of the normal damage type.

Mighty Blows

At 3rd level, you gain the ability to strike with extra force and ferocity as a bonus action, imbuing your strikes with extra power. 3 times per long rest, when you hit a creature with a melee weapon attack, you can choose to "SMASH!" it. When you SMASH! a creature, it takes an additional 2d8 Force damage on top of the weapon's normal damage. This feature's damage increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level, and 6d8 at 17th level.

Symbol of Peace

At 6th level, you gain an aura that inspires your comrades during your rage. For the duration of your rage, you and all allies within 10 feet of you cannot be frightened while you are conscious. When you reach 14th level in this class, the range of the aura increases to 20 feet.

Empowered Movement

At 10th level your will and power can be transformed into extra mobility, allowing you to move faster and far beyond the capabilities of your normal body. You gain a 5 ft. increase to your movement speed and your long jump increases to up to 20 feet, and your high jump up to 15 feet. During your rage, however, your movement speed increases by an additional 5 ft., equaling 10 feet, and your long jump increases to 35 feet, and your high jump increases to 25 feet. When you high jump using this feature, the distance you fall does not incur fall damage until you have fallen more than the height of your jump, wherein fall damage accumulates starting from 0.

A Smash to Go Beyond

At 14th level, you can channel all of your might, your passion, your fury, and your will into a singular blow once per long rest as an action. With an utterance of "SMASH!", you cause an eruption of Force damage that extends from your weapon. Each creature in a 30 ft. cone must succeed on a Dexterity saving throw of 8 + your proficiency bonus + your STR score. Each creature inside the cone takes 6d12 Force damage on a failed save, or half as much on a successful one.

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7/11/2021 8:05:53 AM
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