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What Would you know of hatred? What would you know of suffering? To know only These and be cursed upon thinking u found contentment. This is the life of Bolthamor. Born in chains. Raised By slaves. Escaped to wilds. Known Only hatred and spite. Tried to do right. Cursed to fight. Cold Blood dawns his hands like crude gloves. Nightmares cut into him like carving knifes. To want peace. To want happiness. That is all but lost on him. Vengeance thou. THAT would fix this, THAT would readme his cursed soul. And if not.... It might allow him one peaceful nights rest.

3rd Level Class Feature: Wild Boar Reputar
While Raged your Body Expels heat at an abnormal rate and small fire glows from your hands, feet, tusks and eyes.
Your Face Grows Boar tusks and your hands develop bulky claws these replace your unarmed strike .While enraged your unarmed strikes deal an extra 1d4 fire damage. 1d6 at 7 level, 1d8 at 14 level and 2d8 at 17 level.
Claws=1d6+strenght slashing damage, later 1d8 at 7th level, 1d10 at 10th level, 2d6 at 14th level and 2d8 at 17 level. Same for tusks.
Tusks gab/Bite=1d6+strenght piercing damage

Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer a loss of 10ft of movement and disadvantage on intelligence checks and saves for 2 hours.

4th level. Brimstone Battering Ram:
When you use your action to Dash/charge at an opponent or object you can see within 20ft of you that can be crossed without hazard. Its weapon prov to hit. On collision you deal Tusk damage X2+strenght and the opponent must make a strength saving throw or else be knocked down.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

7th Level: Spiteful Glare
On receiving damage from a creature you can see, you may use a reaction to force the opponent to make a Intelligence saving throw. On fail they become Scared of you and cannot attack you on there next turn. Cannot be used on the same enemy twice within 24hours of first use and can only be used 1X your con modifier.

Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

12 level: A Fitting Effect:
Your bond with your weapons has become so that can now ebbed your fiery hatred within the weapons themselves. This process takes 4 hours per weapon to a max of 2. Upon finish your weapons gain the following effects:
Your fire die is added to your weapons damage.
Your Weapons can now substitute your tusks for brimstone battering ram.
They are considered magical.
On your touch they Light Up in Flames, If an enemy or someone you do not wish to handle your weapons picks one up they suffer fire damage= to your current fire die.

Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

14 Level: Brimstone Battering Ram Improvement
While charging enemys you pass within 10ft of you must make a dex saving throw of take fire damage equal to your unarmed fire die+strength
modifier and half damage on success.

Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

17 Level: War Hog:
Upon Killing an Enemy with Your Embroiled Weapon you may force all enemy's within 30 ft to make a intelligence saving throw(with disadvangte if you killed then with a crit) upon failure they are frightened and cannot attack u until the end of your next turn. On success they cannot be effect by this for 24 hours. Can be used 1x Con modifier. This dose not work on an enemy who has been effected by Spiteful Glare and vis versa .

Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

18 Level: Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

20 Level: I AM BOLTHMOR THE BLAZING BOAR
While raging your memories of cold bloodshed and unending nightmares overcome you , causing you to grow to Huge size. Your Flames become blue and your fire die gets an extra 2d10. Your Brimstone Battering Ram Gets an extra +5 to hit and tusk claw damage gets an extra 2d10 damage die all enemy's must make an Intimidation saving throw with disadvantage. This lasts for 4 turns and cant be used again until you finish a long rest. Upon reverting back your still in rage but you take 2d10 damage and cannot attack or move for 1 turn. This cannot drop you below 1hp.





     
 
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