Path of the Sunderer

The desire to tear, rend, and pulverize everything in your path is a sentiment with which all barbarians are familiar. Barbarians that follow the Path of the Sunderer use this need for destruction to pull aspects of the earth itself towards themselves for devastating attacks and unparalleled defense.

Sunderers are typically descendants of powerful elementals or titans with a connection to the primal forces of the planet. Due to the hardier nature of earth compared to other elements, it is only through the intense rage that barbarians are able to control it.

Terra Breaker

Starting at 3rd level, you gain the ability to reinforce your attacks with stone.

When you go into a rage, and as a bonus action while you are raging, you can smash the earth beneath your feet and cause a thick cloud of earth to swirl around you. If you do so, you can choose to encase your fists, feet, or a weapon in dense mineral. The effect lasts until the start of your next turn and then the earth crumbles away. You gain effects depending upon what you choose to encase.

Fists. Your next unarmed strikes becomes d4 and is considered magical for the sake of magical resistances or immunities.

Your next unarmed strikes becomes d4 and is considered magical for the sake of magical resistances or immunities. Weapon. Your next attack with the weapon deals an additional 1d10 bludgeoning damage.

Your next attack with the weapon deals an additional 1d10 bludgeoning damage. Feet. You are unaffected by difficult terrain.

Adamant Armament

At 6th level, your connection to the earth grands you additional defenses. When you use the Terra Breaker feature, you gain an additional option. The same rules apply for this option as the 3rd level feature.

Body. You gain resistance to force damage and an additional AC equal to your rage damage bonus.

Rampart Buster

At 10th level, your body has become reinforced to make you a powerhouse. If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, add an additional 1d10 bludgeoning damage to the weapon damage. If you do so to a building or structure, you deal maximum damage on all of your dice for that attack.

Seismic Stomp

At 14th level, you discover the ability to exert your raging earth magic into the ground to generate small earthquakes. While you are raging, when you take the Attack Action on your turn, you can use one of your attacks to force creatures within 10 feet of you to make a Dexterity saving throw equal to 10 + your Constitution modifier. Constructs and structures automatically fail this saving throw. On a failure, the creatures take 4d8 bludgeoning damage and are knocked prone. On a success, they take half damage.

Art Credit to kahouet