Herculean Path#
Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that every good thing in this world may be obtained through the exercise of overwhelming might. Others may scorn them and call them “barbaric,” but what are words but useless noise to be choked out of the speaker’s windpipe?
As one such individual, you know that strength is what determines one’s worth in the world: strength to crush your enemies—and to impress your allies. You savor the opportunity to show off your great strength, whether it be in battle or in friendly competition. Your incredible strength allows you to accomplish Herculean feats that will leave your foes wailing in anguish.
Level 3: Precocious Wrestler#
You are a natural bruiser. You gain the following benefits.
Mighty Arms. You can make one Unarmed Strike as a Bonus Action while your Rage is active.
Iron Grip. While you are grappling a creature, you can wield a Two-Handed weapon with your free hand. In addition, while your Rage is active, you can use the Grapple or Shove option of your Unarmed Strike against Huge or smaller creatures.
Natural Vigor. You gain Expertise in Athletics. If you already had Proficiency in Athletics, you can gain Proficiency in another skill from the Barbarian skill list.
Level 6: Mighty Marksman#
You mix might with skill to enter the arena of ranged combat. You gain the following benefits.
Great Bow. Longbows have the Finesse property when you wield them.
Thunderous Shot. When you hit a creature with a Ranged attack using a weapon, you can imbue the attack with concussive force. Roll a number of d8s equal to your Rage damage bonus and add them together. Each creature within a 10-foot-radius Sphere centered on the target takes Thunder damage equal to the total rolled and has the Prone condition if it is Large or smaller.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Level 10: Herculean Rage#
Your rage takes on a legendary intensity. While your Rage is active, you can add your Rage Damage bonus to the save DC of the Grapple and Shove options when you make an Unarmed Strike, and you have Immunity to the Frightened condition. If you’re Frightened when you enter your Rage, the condition ends.
Level 14: Earthshaker#
When you activate your Rage, you can unleash such power that the very earth trembles beneath you. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can’t do so again until you finish a Long Rest.
While in this form, you gain the following benefits. Quaking Steps. Once per turn when you move at least 5 feet, an intense tremor rips through the ground in a 40-foot Emanation originating from you. Each creature of your choice in the area must make a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency bonus). On a failed saving, a creature has the Prone condition, and its Concentration is broken.
Seismic Strike. The first target you hit with a Melee weapon or an Unarmed Strike each turn takes an extra 1d6 Bludgeoning damage. Whenever you hit an object, the hit is a Critical Hit.
