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 Heraklean feats that will leave your foes wailing in anguish.
Precocious Wrestler
Starting at 3rd level, you have learned to take advantage of your innate strength to wrestle foes into submission. You are proficient in the Athletics skill, or the Acrobatics skill if already trained in Athletics. Moreover, you are capable of grappling and shoving creatures that are up to two sizes larger than you.
Mighty Marksman
Also at 3rd level, you leverage your immense strength when using ranged weapons. You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for ranged attack and damage rolls with non-mechanical projectile weapons. When you make ranged attacks with thrown weapons or non-mechanical projectile weapons while raging, you may add your rage damage bonus to the damage rolls.
Godlike Grip
Starting at 6th level, on your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you don't take disadvantage to use your free hand to attack that creature with a two-handed weapon, and instead are treated as if using both hands to wield that weapon. Additionally, you cannot be disarmed unless you are incapacitated.
Thunderous Shot
Also at 6th level, when you make a ranged attack, you may choose to add the effect of thunderwave to the projectile, centered on the location that the projectile hits. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. Once you have used this feature, you may not use it again until you complete a short or long rest or until you enter a new Rage.
Heraklean Rage
Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Constitution modifier. Additionally, while raging you subtract your rage bonus (your exploit die plus the aforementioned bonus) from any damage you take, to a minimum of 0 damage.
Godly Build
Starting at 14th level, you gain the Powerful Build racial ability - your ability to carry, lift, push and drag is as per a creature of one size larger than you, and any combat techniques that care about the target's size can affect creatures of one size larger. If you already have Powerful Build, this stacks, and additionally you can wield two handed regular weapons as one handed weapons, and can wield weapons made for Large creatures as though you were Large.
Earthshaker
Also at 14th level, your colossal strength causes the ground itself to tremble and quake. On your turn, you can use your action to strike or stomp the ground and create the effects of an earthquake with a 40 ft. radius, centered on your location. This area becomes difficult terrain.
Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature's concentration is broken. At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw.
At the beginning of each of your subsequent turns, you may use your bonus action to strike or stomp the ground and continue the effects of the earthquake until the beginning of your next turn, for a maximum duration of 1 minute.
Once you have used this feature, you may not use it again until you complete a long rest.
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