Barbarian

Path of the Demolisher

A barbarian who follows the path of the demolisher is not a nihilist, but finds devotion to material wealth a bizarre, alien concept. Demolishers preach no religion, but speak their perceived truths quietly: that material possessions turn to ash, that temples become dust, and that the temporary blight of order inflicted by petty civilization gives way, and collapses in great hecatombs of its own trinkets. Time, and entropy, is their only true constant. Demolishers seek to avoid hampering that glorious process, as best they can.

Path Of The Demolisher Features

Barbarian Level Feature 3rd Enhanced Improvised Weapon, Shattering Ability (2 options) 6th Wielder of Nature, Shattering Ability (3 options) 10th Caber Toss, Shattering Ability (4 options) 14th Greater Shatter

Enhanced Improvised Weapon

Starting at 3rd level, when you use a nonmagical weapon or improvised weapon to make an attack, you may replace all its damage dice with 1d6. The replacement die becomes larger as you gain levels in this class, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Shattering Ability

Starting at 3rd level, you gain access to two Shattering Ability options of your choice (see "Shattering Ability Options" below). You gain access to additional shattering abilities when you gain certain levels in this class, at 6th and 10th level.

Each Shattering Ability may be used once per turn. When you shatter an object, it breaks in an incredible display of your strength, splitting into pieces. The object you shatter must be solid (they must be entirely comprised of materials at least as hard as glass or wood), nonmagical, and must be either small, medium or large in size. If it is a weapon, it may not have the light property.

Wielder Of Nature

Starting at 6th level, while you are raging, you are able to make Strength checks as a bonus action.

Caber Toss

Starting at 10th level, you treat all simple and martial melee weapons as if they have the Thrown (20ft/60ft) property. Creatures you have grappled are also treated as improvised weapons with the Thrown (20ft/60ft) property.

Greater Shatter

Starting at 14th level, you gain access to one of the following Greater Shatter Abilities:

Bloodbath. You ignore the restriction on shattering non-solid objects when attempting to shatter a corpse. Once per long rest, when you make a successful attack using a grappled creature, you may attempt to shatter it. The creature takes 4d6 bludgeoning damage. If this kills it, its body is shattered.

Devastating Blow. Large improvised weapons have the Versatile (1d15) property. Once per long rest, when you make a successful attack against a creature, you may shatter a Large object you used in the attack. If you do so, the attack roll is treated as an attack roll of 20

Impenetrable Parry. You may use large improvised weapons as a shield. Once per long rest, when you or an ally within 5ft of you takes damage, you may expend your reaction to shatter a Large object you are wielding and reduce the total damage to 1.

Shattering Ability Options

The Shattering Ability feature lets you choose options for it at certain levels. The options are presented here in alphabetical order.

If an option requires a saving throw, your Shattering Ability save DC is 8 + your proficiency modifier + your strength modifier.

Crushing Splinters. When you make a successful attack against a creature, you may shatter the object you used in the attack. Creatures within a 5ft radius of the target take slashing damage equal to half your barbarian level.

Demolisher Disarm. You must be raging to use this ability. When you make a successful melee attack against a creature within 5ft of you, you may shatter the object you used in the attack to force the creature to make a Strength saving throw. On a failed save, you steal one weapon the creature is holding. You wield it as if it is an improvised weapon.

Demolisher Disruption. You must be raging to use this ability. When you make a successful melee attack against a creature that is concentrating within 5ft of you, you may shatter the object you used in the attack. They automatically fail their saving throw to maintain concentration.

Demolisher Stun. You must be raging to use this ability. When you make a successful melee attack against a creature within 5ft of you, you may shatter the object you used in the attack. The target makes a strength saving throw. On a failed save, you stun them until the end of your turn.

Oakenshield Parry. When you take damage while wielding an object, you may shatter it and expend your reaction to reduce the damage by 1 + half your barbarian level, to a minimum of 1.

Shattering Ram. When you make a strength check to use an object to break something, you may shatter the object to gain a +6 bonus to the check.

Terrifying Display. As an action on your turn, you may shatter an object to attempt to terrify any creatures you choose in a 20ft radius. The creatures make a wisdom saving throw. On a failed save, they become frightened of you for 1 turn.