Path of the Mighty

All barbarians are strong, and use their strength to achieve a fighting style that most would find impossible. However, even among barbarians, there are those who are especially, impossibly strong. These mighty few use a special fighting style that allows them to channel their fury further than others, making them stronger the more they are injured. A gravely wounded mighty barbarian is an incredibly dangerous one.

Mighty barbarians can use their fury to increase the power of their attacks, leap great distances, cause powerful shockwaves, throw their allies across the battlefield, perform an unstoppable charge, or whirl like a tornado of blades. Their destructive potential is so great that many of their enemies simply give up as soon as they see one of these feats of strength.

Might

Starting at 3rd level when you choose this path, your might grows in parallel with your fury. While you are raging, when you take damage, you gain a point of Might. You can have a maximum number of such Might Points equal to your proficiency bonus, and your points are reset to 0 when your rage ends.

While you have at least one Might Point, you gain a bonus to your Strength ability checks and saving throws equal to the number of points you have.

In addition, you can spend Might Points to perform various special actions, as listed below. The number listed in parantheses next to the title of the action is the number of Might Points that must be expended to perform that action.

At 3rd level, you know two such actions. You learn an additional action of your choice at 6th, 10th, and 14th levels.

Crushing Blow (1+). When you hit a creature with a melee weapon attack, you can expend one or more Might Points to increase the damage. Add additional damage equal to half your proficiency bonus (rounded down, minimum of 1) per Might Point expended. This extra damage is of the same type as the weapon used.

Great Leap (1). As a bonus action, you jump to an unoccupied space no farther than your movement speed. This movement does not provoke attacks of opportunity.

Shockwave (1). As an action, you cause the effects of the thunderclap cantrip. Strength is your spellcasting ability for it. Unprotected, nonmagical flames within the area of effect are extinguished.

Ally Throw (2). As a bonus action, you throw a willing creature of no more than one size larger than you within 5 feet of you to an unoccupied space no farther than your Strength score. This does not provoke opportunity attacks.

Barreling Charge (3). As an action, you charge twice your movement speed in a straight line. When you are using this feature, you can move through the space of other creatures, but can't end your turn there. When you move through the space of a creature of no more than one size larger than you while using this feature, they must make a Strength or Dexterity saving throw (target's choice, DC = 8 + your Strength modifier + your proficiency bonus). A creature that fails its saving throw takes bludgeoning damage equal to your Strength modifier and is knocked prone.

Overbearing Spin (3). As an action, you make a single melee weapon attack against all creatures of your choice within your reach.

Unstoppable Assault

You attack so ferociously and with such power that no defense, magical or not, can stem the tide of your attacks. Starting at 6th level, while raging, your melee weapon attacks ignore resistance and immunity to blundgeoning, piercing, and slashing damage.

Greater Might

Starting at 10th level, your might increases and you can better use it to aid you and your allies. Your special Might actions each improve, as follows.

Crushing Blow. The additional damage now equals your proficiency bonus per Might Point.

Great Leap. You can leap up to triple the distance.

Shockwave. You now cause the effects of the thunderwave spell cast as a 2nd-level spell.

Ally Throw. If a space adjacent to the target space is occupied by a creature, the thrown creature can make a single melee weapon attack against them as a reaction.

In addition, you may throw them directly at a creature, in which case the thrown creature may make an attempt to grapple the target as a reaction.

Barreling Charge. You force a saving throw against a creature of any size.

Overbearing Spin. Creatures hit must now make a Strength or Dexterity saving throw (target's choice, DC = 8 + your Strength modifier + your proficiency bonus) or be pushed 10 feet away from you.

In addition, you now also add the number of Might Points you currently have to the DCs of the saving throws imposed by your Shockwave, Barreling Charge, and Overbearing Spin actions.

Impossible Strength

Starting at 14th level, your strength is so impossibly great that feats of strength are of little bother to you. When you fail a Strength ability check or saving throw, you can choose to succeed instead.

You can use this feature once, and regain the ability to do so when you finish a long rest. You can also expend 5 Might points to use this feature.