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Barbarian Archetype: Path of the Hulk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7260930" data-attributes="member: 59848"><p>Version 3.0</p><p></p><p><strong>Path of the Hulk</strong></p><p>Barbarians that follow this path do not just channel their rage, they become avatars of uncontrolled anger and wrath that cause their body to grow in proportion to their rage. Most barbarians that follow this path have experienced an incredible trauma that opened the flood gates within their souls, allowing their rage to physically change their bodies into potent weapons, ensuring they will never be victims again. Barbarians of the Hulk usually change in some noticeable way when they rage in addition to getting larger. Some may change color, grow horns, or have their hands become savage clubs. Regardless of the type of change, the manner of the change is purely cosmetic and has no mechanical impact on the character.</p><p></p><p><strong>SMASH!</strong></p><p>Starting when you choose this path at 3rd level, your fists become brutal weapons, becoming larger with sharp, bony protrusions growing from the knuckles. You gain a slam attack that deals 2d4 bludgeoning damage. This attack is not considered an unarmed strike, and thus does not benefit from any abilities that enhance an unarmed strike. If you are not carrying weapons or using a shield, you add double your rage damage to your slam attack while raging.</p><p></p><p><strong>BASH!</strong></p><p>Beginning at 3rd level, when you enter rage you grow more massive and your muscles bulge. Regardless of your starting size, you become large. Barbarians of the Hulk that are already large sized grow one size category larger <em>(included just in case a large sized player race is ever created)</em>. If there isn’t enough room for you to grow to your new size, you attain the maximum possible size in the space available. As a result of your new size and strength, while raging you deal an additional 1d4 damage when you successfully strike with a melee attack. This damage is of the same type as made by the melee attack.</p><p></p><p><strong>JUMP!</strong></p><p>Beginning at 6th level, you can leap much farther than normal. While raging, your normal jump distance is tripled. </p><p></p><p><strong>MORE SMASH!</strong></p><p>At 6th level, your slam attacks are considered magical for the purposes of overcoming damage resistance. In addition, your slam is considered a heavy weapon for the purposes of feats and abilities. This prevents you from using your slam attack as an off-hand attack or with two weapon fighting. You do not suffer disadvantage when using your slam attack as a small creature. </p><p></p><p><strong>CRASH!</strong></p><p>Beginning at 10th level, you can fall from great heights without concern due to your supernatural toughness. When you suffer falling damage, you can ignore the the first 30 feet.</p><p></p><p><strong>I AM STRONGEST THERE IS!</strong></p><p>Starting at 14th level, you are capable of throwing enemies about the battlefield as living projectiles. While raging with at least one free hand, you can use your action to make a special unarmed strike against a chosen target and throw them. The target cannot be larger than one size category larger than you. If successful, you throw them in a direction of your choosing. The target is thrown a distance equal to 1d6 times 5', and for each 5' the target takes 1d6 damage. The target is allowed a Dexterity Saving throw (DC 8 + proficiency + Strength mod) to avoid landing prone. If the target lands in a space occupied by another creature, that creature must also make a Dexterity Saving throw or take the same damage and be knocked Prone.</p><p></p><p>You have disadvantage on this attack if the target is one size category larger than you. You have advantage on this attack if the target is small size or smaller.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7260930, member: 59848"] Version 3.0 [b]Path of the Hulk[/b] Barbarians that follow this path do not just channel their rage, they become avatars of uncontrolled anger and wrath that cause their body to grow in proportion to their rage. Most barbarians that follow this path have experienced an incredible trauma that opened the flood gates within their souls, allowing their rage to physically change their bodies into potent weapons, ensuring they will never be victims again. Barbarians of the Hulk usually change in some noticeable way when they rage in addition to getting larger. Some may change color, grow horns, or have their hands become savage clubs. Regardless of the type of change, the manner of the change is purely cosmetic and has no mechanical impact on the character. [b]SMASH![/b] Starting when you choose this path at 3rd level, your fists become brutal weapons, becoming larger with sharp, bony protrusions growing from the knuckles. You gain a slam attack that deals 2d4 bludgeoning damage. This attack is not considered an unarmed strike, and thus does not benefit from any abilities that enhance an unarmed strike. If you are not carrying weapons or using a shield, you add double your rage damage to your slam attack while raging. [b]BASH![/b] Beginning at 3rd level, when you enter rage you grow more massive and your muscles bulge. Regardless of your starting size, you become large. Barbarians of the Hulk that are already large sized grow one size category larger [i](included just in case a large sized player race is ever created)[/i]. If there isn’t enough room for you to grow to your new size, you attain the maximum possible size in the space available. As a result of your new size and strength, while raging you deal an additional 1d4 damage when you successfully strike with a melee attack. This damage is of the same type as made by the melee attack. [b]JUMP![/b] Beginning at 6th level, you can leap much farther than normal. While raging, your normal jump distance is tripled. [b]MORE SMASH![/b] At 6th level, your slam attacks are considered magical for the purposes of overcoming damage resistance. In addition, your slam is considered a heavy weapon for the purposes of feats and abilities. This prevents you from using your slam attack as an off-hand attack or with two weapon fighting. You do not suffer disadvantage when using your slam attack as a small creature. [b]CRASH![/b] Beginning at 10th level, you can fall from great heights without concern due to your supernatural toughness. When you suffer falling damage, you can ignore the the first 30 feet. [b]I AM STRONGEST THERE IS![/b] Starting at 14th level, you are capable of throwing enemies about the battlefield as living projectiles. While raging with at least one free hand, you can use your action to make a special unarmed strike against a chosen target and throw them. The target cannot be larger than one size category larger than you. If successful, you throw them in a direction of your choosing. The target is thrown a distance equal to 1d6 times 5', and for each 5' the target takes 1d6 damage. The target is allowed a Dexterity Saving throw (DC 8 + proficiency + Strength mod) to avoid landing prone. If the target lands in a space occupied by another creature, that creature must also make a Dexterity Saving throw or take the same damage and be knocked Prone. You have disadvantage on this attack if the target is one size category larger than you. You have advantage on this attack if the target is small size or smaller. [/QUOTE]
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