Path of the Smasher (5e Subclass)
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Path of the Smasher[edit]
Some barbarians don't come from ancient warrior traditions and honorable tribes. Some are just regular brutes, with a taste for violence and a lack of refinement in their mind. Using their god given weapons - their bare hands - they seek nothing more than show off their strength by breaking and wrecking everything and everyone they can get their hold one. Those are smashers, barbarians who use their might and fury with the simple purpose of showing off their strength by unleashing destruction. This warriors are like beasts - unpredictable and cruel, and tend to be disliked even by those who employ their strength. Smashers are typically found in the depths of fighting pits, crushing skulls for money and entertainment, or in barbarian raids, wrecking and pillaging villages and settlements as part of a horde.
- Illiterate Brute
Starting at 3rd level, your mind begins to regress, as it becomes clouded by violent thoughts and vile desires. You have disadvantage on Intelligence checks, and you lose the ability to speak, read and write in one language of your choice. While raging, you also have disadvantage on Intelligence saves.
However, your might and violence increase further. You score critical hits on a roll of 19-20 when you use your Reckless Attack feature.
- Smack ‘em Hard
Starting at 3rd level, you can crush your opponents with mighty strikes. When you use your Reckless Attack while raging, you cause additional 1d6 bludgeoning damage with your attacks made with two-handed weapons or unarmed strikes, and push the target 10 feet back. For one handed weapon's, the damage die is a d4 and you don't push the target.
In addition, when raging, while you have two hands free, your unarmed strikes cause 1d4 damage on a hit, instead of the normal damage. This increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level and 1d12 at 20th level.
- Demolish
Starting at 6th level, you can tear apart trough anything with your might. Your attacks made using Strength cause twice the damage against objects and structures.
In addition, while raging, your attacks that cause bludgeoning damage ignore any resistance or immunity to bludgeoning damage.
- Trampling Charge
Starting at 10th level, while raging, if you move at least 20 feet straight toward a creature and then hits it with a melee weapon attack using Strength on the same turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
If the target is prone, you can make an unarmed strike against it, as a bonus action.
- Unsettling Presence
When you reach the 14th level, other creatures grow weary and suspicious of your unpredictability and tendency to violence. You have advantage on Charisma (Intimidation) checks, and can use your Strength modifier, instead of Charisma, for these checks.
In addition, whenever a creature start its turn within 10 feet of you or move inside this area for the first time, you can use your reaction to cause it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, that creature is frightened by you until the end of your next turn.
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