Barbarian Paths

Path of Steel

What good is raging if you let it control you? The Path of Steel teaches barbarians that they control their rage and not the other way around

This allows for barbarians that follow this path to be in control of their deadly power making them finely honed weapons on the battlefield, almost like a blade of steel.

Cunning Rage

Starting at 3rd level, you gain the ability to stay in your rage for 1 minute regardless of whether your turn ends without you having attacked a hostile creature or taken damage. Also, you can add your rage bonus to any Wisdom and Intelligence saving throws that you make while raging.

Battle Sense

At 6th level, your body has become finely tuned to the flow of battle. When an enemy that you can see has advantage on their attack(s) against you, you may use your reaction to negate their advantage(s) on you until the start of your next turn.

Brutal Bloodletting

At 10th level, you have gained the ability to unleash a brutal attack that can leave a foe devastated by its fierceness. As an action you may make an attack, if the attack hits it is an automatic critical hit. Any other effects that rely on critical hits such as a Vorpal blades special property don’t take effect unless you role a natural 20. If you roll a natural 20 on this attack you do maximized damage on all the die you would role. Once you use this ability you can only use it again after you take a rest.

Path of Destruction

If something gets in your way you run over it, if someone gets in your way they suffer the same fate. You utilize speed to enhance your power as you tear through the battlefield, rushing around in a blur of movement, confounding your foes with your speed. What’s left in your wake is often destruction and you are fine with that.

Destructive Charge

Starting at 3rd level, you gain the ability to unleash powerful charge that can crush enemies in your path. As an action, while you are raging you can charge in a straight line, moving up to your speed towards an enemy. If you move more than 10 feet using this move you can make an attack at the end of the movement, if this attack hits you deal double the amount of damage of your weapon die and a target that is large or smaller must make a strength saving throw or be knocked prone. The DC= 8+Strength Modifier+ Proficiency

Speedy Assault

At 6th level, you have learned to move with such explosive speed that enemies have a hard time reacting. While using Destructive Charge, enemies have disadvantage on opportunity attacks that you provoke during this movement.

Explosive Charge

At 10th level, your charges have become so mighty that when you hit a foe the shock-waves can tear through nearby foes. When you hit a target with your Destructive Charge all creatures within 10 feet of the creature you hit take double your Strength Modifier in damage.

Path of Brutality

When people tell their children of stories about the horrid berserkers that brutalize and kill all in their way, they are normally talking about you. Nothing matters to you when you rage, other than the feeling of bones breaking and blood being spilled. You will do anything to feel that rush, even if it hurts you in the long run.

Destructive Rage

Starting at 3rd level, you gain the ability to push yourself further to destroy a foe but at the cost of your own health. While raging you can take damage equal to your barbarian level when you use your action to take the attack action. If you take damage this way you can add you barbarian level to your damage roll. You must choose to take this damage before you roll for attack. When you take this damage it ignores resistance and immunities, if you fail to take this damage for any reason then you cannot apply your barbarian level to the damage.

Continued Assault

At 6th level, you have learned to punish those that seek to leave their combat with you. Enemies that you have hit with an attack during your last turn that move away from you even if they take the disengage action, take your Strength Modifier damage. If you are raging you may add the rage bonus to the damage dealt.

Unmitigated Brutality

At 10th level, you have learned to channel your last breath into a devastating finale. Before you fall unconscious from dropping to 0 HP you can make an attack against every creature that is within reach of your melee attack. You may add your Destructive Rage bonus to this damage without needing to be in a rage and without needing to take the damage.

New totems

Shark Totem

Level 3: Your skin has become rough and tough, while raging. Enemies that attack you with natural attacks or grapple you take damage equal to your Constitution modifier.

Level 6: You gain a swim speed equal to your unmodified move speed. You can hold your breath for twice the amount of time that you normally could.

Level 10: When you rage, while in water large enough to submerge yourself in, you gain blindsight 60 feet.

Hyena Totem

Level 3: Your attacks, are vicious and cause greater damage with your allies help. While raging your allies can apply your rage bonus to one of their damage rolls against an enemy that you are both adjacent to. They can only apply this bonus one per turn.

Level 6: You gain the ability to track prey by sent. When tracking you have advantage on any checks that rely on scent to follow the target.

Level 10: While raging you can as a bonus action after using the attack action, to make a bite against the same foe. This attack uses your strength for its attack and damage, the attack itself does the same amount of damage as an unarmed strike.

Mammoth

Level 3: While raging you can overrun targets that are of medium or smaller size. When you move into a space of a creature that is medium or smaller size you can attempt to push it out of your way. You make a Strength check against the targets Strength, if you succeed on this check you push the target out of your way if possible.

Level 6: You are able to survive comfortably in environments of -50 F degrees and you have advantage on Constitution checks against becoming fatigued from forced marching.

Level 10: When a target fails to when the contested Strength check they are also knocked prone as well as pushed away.