Path of Sundering

Barbarians ae infamous for their reckless behaviour, their strength and speed in battle, and their ability to take as much damage as any knight in shining armour. For those who walk this path it is not enough to be seen as good as their plated combatants, they have trained themselves in how easiest to take them down, cutting into their metal shells and scattering it across the battlefield. This technique has become especially popular against “civilised” kingdoms trying to expand their borders.
 
Iron Might. When you take this path at 3rd level you are able to easily see the weakness in your enemy’s armour. When you hit a creature that has one of the following properties your weapon attacks score a critical hit on a roll of 19 or 20. These properties are as followed; having medium or heavy armour, having a shield, or being a construct made of a hard substance such as stone or metal.
 
Eye for Armour. At 3rd level you are not only able to spot weakness on the battlefield but with enough time gain an understanding of their strengths. After spending at least 1 minute with someone who fits into the criteria of your Iron Might ability you are able to determine the following things about them:
  • Their AC
  • Whether or not it has any special properties, i.e. resistance to fire.  
 
Sundering Impact. When you reach 6th level you are able to tear apart your enemies’ defences. Whenever you critically hit against someone who fits the criteria of your Iron Might ability you are able to turn this hit into a Sundering Impact, taking you targets AC down by 1 until they are able to complete a long rest.
 
Strike the Weak. Starting at 6th level, whenever you attack a creature that fits you Iron Might criteria you can make an extra attack as a bonus action against a creature that doesn’t.
 
Improved Sundering Impact. At 14th level, whenever you reduce an enemies’ armour with your Sundering Impact ability or kill someone who fits the Iron Might criteria you can force everyone within 5 feet of the hit target to succeed a dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or take damage equal to your brutal critical damage. On a success they take half as much. 
 
 

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