Path of the Small

A Barbarian's rage often comes from a primal, internal place. Some draw it from nature itself, or from an infinite well of anger they find within themselves. You are not like this. There was, perhaps, a time when the comments of those larger than you didn't set your soul alight with murderous intent. Then the short jokes started. The taller races, so proud of their towering stature, with their barbs of "runt" and "pipsqueak", have inspired within you the will to break mountains.

Restriction: Short Races Only Only races with the size category of small and dwarves can choose the Path of the Small archetype. Your DM may lift this restriction if your playing a short member of a usually tall race, or to generally better suit the campaign.

Strength of The Small When you choose this path at 3rd level, your tireless training has finally allowed you to keep pace with the larger barbarians. Pick up that greatsword and swing! You ignore the heavy property on all weapons that have it, you count as a medium creature when determining your carrying capacity, grapple checks, and the amount you can push, drag, and lift. In addition, you add your strength modifier to your initiative rolls. Finally, your have learned just the right spots to hit taller beings to be truly devastating. While raging, when you hit on an attack against a creature larger than you, you can use a bonus action to maximize the damage dice. You can only use this feature on turns you use your reckless attack. You can use this feature a number of times equal to your strength modifier (minimum of 1), and regain expended uses after a long rest.

Tiny and Terrifying At 6th level, your unexpected brutality can shock and overwhelm your foes. When you hit a creature, you can use a reaction to force up to three creatures that can see you (within 60 of the hit creature) to make a wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your strength modifier. On a failure, they are frightened of you until the end of your next turn. You have advantage on attack rolls against creatures frightened by this effect. If a creature succeeds on this saving throw, they cannot be affected by it again for 24 hours. You can use this feature twice, and regain expended uses after a short or long rest.