Path of the Olympian

Subclass of: Barbarian

Embarking on the Path of the Olympian, barbarians embrace the legacy of ancient deities, channeling divine essence into sport. Whether they train their bodies to the peak of human capability, grapple with the strength of a titan, or invoke the specific blessings of gods aligned with good, evil, or neutrality, these warriors are a testament to the divine potential within. Aligning with deities of various domains—from the abyssal depths to the celestial spheres—bestows upon them unique powers, such as casting invisibility, teleporting to foes, or resisting the elements, each reflecting their "sponsor's" nature. As they grow, their connection deepens, allowing them to grapple foes of towering size, treat lower skill rolls as successes, and deliver devastating blows that combine the might of the heavens with their unbridled fury. The Path of the Olympian forges barbarians into paragons of mythic strength and valor, destined to etch their names alongside the heroes and gods of old. 

Embarking on the Path of the Olympian, barbarians invoke the might and majesty of ancient gods, channeling divine wrath and heroic valor into every aspect of their being. Inspired by the legends of Olympus, these warriors seek to embody the virtues and powers of the deities themselves, striving for greatness that transcends the mortal realm. Theirs is a journey marked by trials of strength, courage, and determination, as they harness the essence of mythic heroes and the pantheon's patrons in their relentless pursuit of glory. With each battle, they carve their names into the annals of history, aiming to ascend beyond the limits of mere mortals and earn a place among the legends of old. The Path of the Olympian is a testament to the enduring bond between the divine and the indomitable spirit of the barbarian, a path where the echoes of ancient epics fuel the fury of the present, forging warriors worthy of Olympus's legacy.

~Olympus in our campaign refers to the overall pantheon of all gods~

Mushroom Homebrew

Olympic Athlete

At 3rd level, you gain proficiency in Athletics or Acrobatics (your choice). Starting at 10th level, you gain expertise in the chosen skill, allowing you to add double your proficiency bonus to ability checks using that skill.

Acrobatics

You gain proficiency in Acrobatics.

Athletics

You gain proficiency in Athletics.

Champion of the Divine

You have trained to become the paragon of the Olympians. While raging you may embody the spirit of a deity, you gain abilities relating to their and alignment.

Once you reach level 14 in this class, you may elect to embody the spirit of a specific deity that may grant powers outside of the alignment above that best reflect that deities domain, to the DM's discretion. Higher power level deities require a scaling class level and some may beyond a mortals embodiment. 

 

Divine Inspiration

Based on the god you find yourself embodying the most in spirit, you gain characteristics of them. Characteristics include Fey, Fiendish, Celestial, Draconic, Aquatic, Monstrous, Aberration type Gods.

Aberration God

You can cast Invisibility once per long rest. While grappling, the creature you grapple cannot cast spells or teleport.

Aquatic God

You gain a swimming speed equal to your walking speed, and water doesn’t impede your movement or vision.

Celestial God

Your unarmed strikes deal radiant damage instead of bludgeoning damage while raging.

Draconic God

You gain a +2 to your Unarmored Armor Class and darkvision up to 120 feet.

Fey God

As a bonus action, you may teleport to a creature within 120 feet and make a melee attack. You can use this feature once per long rest.

Fiend God

When hit by an attack, you can use your reaction to cast Hellish Rebuke at its lowest level a number of times equal to your Constitution modifier (minimum of once).

Monstrosity God

You gain a +1 to your Strength or Constitution score, and you count as one size larger when determining your carrying, pushing, and pulling capacity.

Olympic Strength

Starting at 6th level, you can attempt to grapple creatures that are two sizes larger than you. If you start your turn with a creature grappled, you gain access to the following options:

 

 

Superior Athlete

Starting at 10th level, any Athletics or Acrobatics skill check you make, you can treat a d20 roll of 9 or lower as a 10.

Olympic Expert

You gain expertise in Athletics or Acrobatics.

Acrobatics

You gain expertise in Acrobatics.

Athletics

You gain expertise in Athletics.

Hydra Slayer

 Starting at 14th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.

Once per long rest, when grappling a creature, you can declare that you are preparing to perform a Hydra Slayer's Grip. On your next turn, the grappled creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 8d10 bludgeoning damage. You cannot use this feature again until you finish a long rest.