SEZ / PRIMAL TECHNIQUES
A return to Sez · a proposal for Chris

Make strength
feel impossible.

Break the line. Catch the blow. Carry them home.
A Barbarian whose choices grow with his strength.

Path of the Chainbreaker · custom subclass replacing World Tree
2024 rules · levels 1–13 · v4 playtest proposal

Sez drives a fist into the ground, sending a shallow shockwave through nearby enemies.
01 / Path of the Chainbreaker

The fantasy was enormous.
The turn felt small.

“I stopped playing Sez because I could already see the same turn stretching out in front of me.”

The same decision, stretching across the remaining months of the campaign.

This is the repetitive future I worried about. I want reasons to leap into a crowd, catch an ally, stop a spell or tear open a route.

As spellcasting gains more spells and feats, the gap I feel is variety and utility, inside and outside combat. More damage alone does not solve that.

If a wizard grows into a reality-shaping legend, a Barbarian should grow towards Hercules.

That is the direction for Sez: a man whose strength changes what the party can attempt. This campaign’s version delivers its main moments by levels 12–13.

Sez intercepts a blow meant for his ally.
What this comparison means

Barbarians already have Rage, skills, mastery and subclass features. The diagram describes my worry, not the only legal way to play one. The goal is a broader physical toolkit, not a claim that martials have no resources or that every caster always wins.

Arcana Unleashed expands magical options. Access still depends on the character; no one receives every spell automatically.

Optional: play the illustrated overview

Two ways I’d be happy to play: try this version of Sez, or play both Augusto and Sez using their existing rules. Compare the two options at the end →

02 / Path of the Chainbreaker

A new path for Sez.

The purpose, the progression and the limits—in one view.

Current pathPath of the World Tree
Proposed subclassPath of the Chainbreaker

Why Sez? Strength should let him stand up for someone, create an opening and get his companions home. That is the fairness at the heart of this proposal.

For the group: the aim is memorable choices and shared spotlight. These abilities are strong enough to test; their costs and limits make the trade-offs visible. Balance still needs the table’s experience.

Your subclass at a glance

Normal Barbarian features stay. All World Tree subclass benefits are replaced. Techniques are subclass abilities; optional feats use normal feat choices.

LevelPool & learned totalsWhat you can doAutomatic physiqueWhy it is here / what limits it
33 Might
3 combat choices
1 exploration choice
Frighten nearby foes: automatically learn Primal Roar. 1 Might every use; Bonus Action while raging; Wisdom saves.×2 loads
Running jumps +5 / +2 ft
Start with ways to protect, reposition and solve obstacles. A small learned hand and shared pool make choices matter.
65 Might
6 combat choices
2 exploration choices
Reach new problems: choose a special leap (Meteor Bound) or close-range spell interruption (Spellbreaker), among other options. Neither is automatic.×4 loads
Running jumps +20 / +10 ft
Climb Speed; longer breath-holding
Broaden the physical toolkit. Meteor Bound costs 1 Might; ordinary jumps remain free. Interrupting costs 2 Might and the Reaction that could protect an ally.
107 Might
9 combat choices
3 exploration choices
One exceptional slam: Worldbreaker is automatic; add 4d6 to Cratermaker for 4 Might total, once per Long Rest.×8 loads
Jumps +40 / +20 ft
Full standing jumps
Deliver the big moment before the campaign finale. It uses the whole Action, can hit allies and consumes the daily use.
14Future designNo level-14 feature is granted by this proposal.Not specifiedThe current rules cover levels 1–13. This row reserves the later subclass milestone.

Loads = carry, push, drag and lift. Jump numbers = extra long / high distance in feet. Later bonuses replace earlier values. Counts exclude automatic abilities and optional feat bonuses. See every intervening level →

One powered technique on your turn. Pay its full listed Might cost. A legal Reaction on another creature’s turn can still use your remaining Might and one Reaction. Primal Roar: 1 Might every use; no free daily use.

A familiar starting point: the Battle Master

D&D already has a martial subclass built around learned techniques and a rest-based resource. Battle Master is the closest comparison here for how the toolkit works; the spell animations compare what individual abilities accomplish.

The shared ideaBattle Master Fighter · 2024Sez · proposed Chainbreaker
Learn a toolkitChoose maneuvers with different jobs.Choose combat and exploration techniques; some signature abilities are automatic.
Spend a resourceSpend and roll a Superiority Die; its use depends on the maneuver.Spend Might points at the listed cost. Roll only the dice the ability specifies.
Recover on restsAll dice return after a Short or Long Rest.All Might returns after a Short or Long Rest.
Control the turnOne maneuver per attack; different attacks can spend more dice.One paid technique on your turn; at most one on-hit or attack replacement. An eligible paid Reaction can happen on another creature’s turn.

Sez’s direction: take that martial toolkit toward mythic strength, rescue and bigger physical effects. The familiar design supports the idea; it does not establish that the stronger effects are balanced.

Battle Master in detail · level table, familiar maneuvers and fairnessOpen details

Compare the same levels

Class levelBattle Master: learnedBattle Master: dice poolSez: chosen combatSez: Might
334d833
634d865
755d865
1075d1097
1375d10118

Base subclass counts, without optional feats. Sez’s combat count includes at-will choices (at least one required); automatic abilities and separately learned exploration exertions are additional. These are different resources: 5 Might does not mean five d8s or five uses of every technique.

Familiar maneuverSimilar job in Sez’s toolkit
Pushing Attack · move an enemyDriving Blow / Batter Up · make space
Parry · reduce damageIron Hide · absorb a blow
Tactical Assessment · help a skill checkExploration exertions · contribute beyond combat

These pairings compare purpose, not identical effects. Sez’s broader effects and automatic physique are additional things to evaluate. The Fighter brings Action Surge and three attacks per Attack action from level 11; Sez retains the Barbarian’s Rage and two attacks from level 5. Compare the whole character, the rest schedule and the party’s spotlight.

Rules basis: 2024 Player’s Handbook · Battle Master (Roll20); 2024 Basic Rules · class features. This comparison covers levels 3–13; Battle Master’s level-15 Relentless lies beyond this proposal’s scope. Official 2024 Fighter overview.

Milestone explanations · exact physical benefits and examplesOpen details

Level 3 · Awaken your might

3 Might. Choose three combat techniques and one exploration exertion. How learning works → Automatically gain Primal Roar: spend 1 Might and a Bonus Action while raging to frighten nearby enemies on failed Wisdom saves until the end of your next turn. Every use costs Might.

Mighty Physique · automatic, no Might cost

Carry, push, drag and lift: ×2 your ordinary limits. Running long jump: add 5 feet to your normal distance. Running high jump: add 2 feet.

These are the total subclass bonuses at level 3; they replace earlier values rather than adding together. Optional feat bonuses are separate. Jumps still spend movement.

For example, with Strength 18, running jumps go from 18 to 23 feet long and 7 to 9 feet high, before any optional feat. A 10-foot run-up and enough movement are still needed. Standing jumps are half these distances.

Fastball: as an Action, throw a willing ally up to 15 feet, landing no more than 5 feet above or below you. The full rules specify ally size, carrying limits and a safe landing.

Full physical progression and Fastball rules → · Jump examples and movement calculator →

Level 6 · Become extraordinary

5 Might. Know six chosen combat techniques and two exploration exertions.

Mighty Physique · automatic, no Might cost

Carry, push, drag and lift: ×4 your ordinary limits. Running long jump: add 20 feet to your normal distance. Running high jump: add 10 feet.

These are the total subclass bonuses at level 6; they replace earlier values rather than adding together. Optional feat bonuses are separate. Jumps still spend movement.

Climb Speed equals your Speed with handholds and at least one free hand. Double your normal breath-holding duration. Standing jumps still use half your running distances.

Fastball: as an Action, throw a willing ally up to 40 feet, landing no more than 20 feet above or below you. The full rules specify ally size, carrying limits and a safe landing.

Full physical progression and Fastball rules → · Jump examples and movement calculator →

New options include Spellbreaker, a close-range spell interruption, and Meteor Bound, an extraordinary leap.

Level 10 · Become a siege engine

7 Might. Know nine chosen combat techniques and three exploration exertions. Automatically gain Worldbreaker, the once-per-Long-Rest empowered ground slam costing 4 Might total.

Mighty Physique · automatic, no Might cost

Carry, push, drag and lift: ×8 your ordinary limits. Running long jump: add 40 feet to your normal distance. Running high jump: add 20 feet.

These are the total subclass bonuses at level 10; they replace earlier values rather than adding together. Optional feat bonuses are separate. Jumps still spend movement.

Standing jumps now use your full running distance. You retain the level-6 climbing and breath-holding benefits, plus level-9 Titan Grip: normal grapples and shoves can affect creatures up to two sizes larger, maximum Huge, using their normal rolls and costs.

Fastball: as an Action, throw a willing ally up to 80 feet, landing no more than 40 feet above or below you. The full rules specify ally size, carrying limits and a safe landing.

Full physical progression and Fastball rules → · Jump examples and movement calculator →

Level 14 · Beyond this campaign

Reserved for future design. This proposal currently covers levels 1–13; no level-14 ability is being promised or granted.

What does “known”, “automatic” or “exploration exertion” mean?

Known / chosen: the small set of techniques Sez has learned from the combat catalogue. Unlocking a level makes more options available; it does not grant every option.

Automatic: the subclass grants it without using a chosen-technique slot. It is not necessarily free: Primal Roar still costs 1 Might every time.

Exploration exertion: a learned physical ability for obstacles and rescues, such as supporting a beam or catching a falling ally. These have separate learning slots, share the same Might pool and do not require Rage. Read the four abilities →

Might: points spent on a technique’s listed cost. See spending, recovery and saving throws →

Read the exact subclass features

Level 3 · Primal Techniques

3 Might; three electives plus automatic Primal Roar. Recover Might on a Short or Long Rest. Save DC 8 + Proficiency Bonus + Strength modifier. Mighty Physique starts here.

Level 6 · Titanic Physique

Might increases to 5. Carrying multiplier becomes x4; extraordinary jumps, climbing and ally throws improve. Chain Snare and Meteor Bound become available. Early techniques upgrade.

Level 10 · Living Siege Engine

Might increases to 7. Carrying multiplier becomes x8 and standing jumps improve. Gain Worldbreaker, your once-per-Long-Rest Cratermaker mode. Unstoppable Force becomes an elective option.

Level 14 · Beyond this campaign

Reserved for a future expansion. This is a complete campaign proposal through level 13, not a finished level 1-20 subclass.

03 / Path of the Chainbreaker

Might makes the choice matter.

Choose what to spend now and what to keep for the party.

At level 4: 3 Might. Recover all after a Short or Long Rest. Rage uses are separate. Every ability states its action, Might cost and whether Rage is needed.

WhenThe limit
Your turnOne technique costing Might, at its full cost. At most one on-hit or attack-replacement technique.
Another creature’s turnOne available Reaction; protection and interruption compete for it.
See the budget change

What can I still do after a technique?

Might is the cost; the action label tells you what it uses. An attack roll is not the same thing as the Attack action. These examples assume a single-class Barbarian at level 5+, with Rage active and enough Might.

The card says…ExampleYour attacks that turn
Whole ActionWhirlwind · 2 MightWhirlwind only. Its own attacks are included. No normal attack afterwards from that Action; Extra Attack does not apply.
Bonus ActionPrimal Roar · 1 MightRoar + two normal attacks. Your Action is available for the Attack action. No second paid technique that turn.
Replace one attackHuman Projectile · 2 MightThrow + one normal attack. Uses one attack inside your Attack action; the other remains.
Modify one hitBatter Up · 1 MightTwo attacks; one hit enhanced. Pay after a qualifying hit within the Attack action. It does not create an extra attack.

At levels 3–4, the normal Attack action makes one attack. A Bonus Action technique still uses your one Bonus Action: Primal Roar and Titan’s Challenge may join starting Rage; Meteor Bound cannot. An eligible at-will attack technique can accompany a paid Bonus Action technique. Official rule: Extra Attack requires the Attack action.

See a complete turn · leap, slam and protectOpen details

A legal level-6 turn: with Rage already active, take the Cratermaker Action, spend 2 Might and use its included leap before the slam. No normal attacks follow from that Action. A separate paid Meteor Bound leap would use your one paid technique and prevent the paid slam that turn.

On an enemy turn: if an ally is targeted, you may still spend 1 remaining Might and your Reaction on Behind Me. You then have no Reaction for another interception, damage reduction or spell interruption until it refreshes.

The few rules behind the resource

On your turn: at most one paid technique and at most one attack replacement or on-hit technique. A special whole-Action move does not gain Extra Attack.

On another creature’s turn: a legal technique may use your one Reaction. Protection and spell interruption compete for it.

Technique save DC = 8 + Proficiency Bonus + Strength modifier. A sample level-4 character with Strength 18 has DC 14. The enemy rolls the named save; Sez rolls an attack only when instructed. Costs remain spent on failure, and on-hit techniques are paid after a hit.

LevelMight after a rest
33
43
54
65
75
85
96
107
117
127
138
04 / Path of the Chainbreaker

See the choice become a deed.

Pick an ability. Watch Sez and the spellcaster act side by side.

Each example shows its level, cost and limits. Try a rescue, a charge or a ground slam.

1
Pick an ability to explore

Click through the six buttons below to see a different comparison.

2 Then click ▶ Watch both in action below to play the animation.

About the illustrations

The caster’s class is named above its panel. Different classes have different spell lists. Goblin appearances are visual stand-ins; the examples do not assume a specific goblin stat block. Ground markers show positions. Poses add no extra damage or movement.

Why compare these abilities with spells?Open details
Magic can...

Fireball — burst across an area.
Counterspell — interrupt a casting.
Compelled Duel — protect others by challenging a foe.

Sez can...

Cratermaker — jump in and smash the ground.
Spellbreaker — get close and disrupt the caster.
Titan’s Challenge — draw pressure away from allies.

These examples compare purpose. Range, duration, resource recovery and conditions differ; the animations do not establish equal power.

05 / Path of the Chainbreaker

Every level, at a glance.

Read down the table. Select a level to open its exact abilities and current values.

Barbarian levelMightChosen combatChosen explorationWhat changes
000Normal Barbarian foundation; no subclass yet.
000Normal Reckless Attack and Danger Sense; no Might yet.
331Choose a small toolkit; automatically gain frightening Roar and free physique.
331Same subclass counts. Normal feat choice; Titanic Athlete is optional.
451Automatically gain the ground slam, Cratermaker (2 Might). New combat options; normal Extra Attack.
562Stronger physique; new elective leap and spell interruption; existing techniques improve.
562Counts stay the same; normal initiative and Rage-entry movement features.
562Normal feat choice. Herculean Effort is an optional object-check and exploration feat.
682Larger targets; stronger jumps and throws. New line and chain attacks; Cratermaker now costs 3 Might.
793Daily empowered slam is automatic. Wall-breaching charge is a choice; free physique improves.
7103Existing techniques improve; another chosen combat technique.
7103Normal feat choice. All central subclass features are already available.
8113Final technique scaling and another chosen combat technique; possible campaign extension.

Might recovers after a Short or Long Rest. Chosen counts exclude automatic abilities and optional feat bonuses. At least one combat choice must be at-will. Unlocking an ability makes it eligible to learn.

Inspect one level · benefits, choices and upgradesOpen details
The illustrated journeyOpen details
Three moments of the same Sez: protect an ally, leap into battle, and deliver a mighty ground strike.
The same man. Greater deeds, without literal growth.
06 / Path of the Chainbreaker

Strength that helps the party.

Hold the beam while others escape. Reach the ledge and secure the route.

Automatic physique · no Might, no learned slot

From levelLoad limitsExtra running long / highWilling-ally throwNew physical benefit
3×2+5 / +2 ft15 ft; vertical ±5 ftThrow a willing ally safely.
6×4+20 / +10 ft40 ft; vertical ±20 ftClimb Speed equals Speed with handholds and a free hand; double breath-holding.
9×4+30 / +15 ft60 ft; vertical ±30 ftNormal grapples/shoves: up to two sizes larger, maximum Huge. Throw a willing ally one size larger.
10×8+40 / +20 ft80 ft; vertical ±40 ftStanding jumps use full running distance.

Load limits cover carrying, pushing, dragging and lifting. Later numbers replace earlier values. Jumps spend movement. Fastball, the willing-ally throw, uses an Action. Full size, hands and landing rules →

Exploration exertions · choose separately

Know 1 at level 3, 2 at level 6, 3 at level 10. They share Might with combat abilities and require no Rage. Ordinary physical checks remain available without Might.

LevelLearned abilityWhat it lets you doCost / use
3Titanic ExertionFor 1 minute, double your current pushing, dragging and lifting limits. Hold a heavy beam or move a load while the party acts. Your carrying capacity stays the same.1 Might · Action; up to 1 minute
3Iron GripCatch a willing ally within 5 feet as they start to fall, before they leave reach. Hold them for up to 1 minute while someone helps. You need a free hand, secure support and enough carrying capacity.1 Might · Reaction; hold up to 1 minute
3Primal PresenceUse Strength to intimidate a creature or calm or deter a beast, with Advantage on that one check. The DM states the agreed stakes before you spend Might; success is not mind control.1 Might · Action before one check
6Enduring BodyIgnore the environmental effects of extreme heat, extreme cold and thin air for 1 hour, increasing to 4 hours at level 10. This does not prevent damage, remove Exhaustion or replace food, water or breathing.1 Might · Action; 1 hour
Lifting examples · Strength 16 and 18, levels 1–13Open details

How much can I actually lift?

Examples for a Medium creature with Strength 16 or 18, no other capacity bonuses. These are alternative sample builds, not confirmed Sez stats. Weights include equipment. The level-1 baseline has no subclass benefits.

Barbarian levelStrengthCarry · freePush / drag / lift · freeWith Titanic Exertion · 1 Might
1–216240 lb480 lbNot available
1–218270 lb540 lbNot available
3–516480 lb960 lb1,920 lb
3–518540 lb1,080 lb2,160 lb
6–816960 lb1,920 lb3,840 lb
6–8181,080 lb2,160 lb4,320 lb
916960 lb1,920 lb3,840 lb
9181,080 lb2,160 lb4,320 lb
10–13161,920 lb3,840 lb7,680 lb
10–13182,160 lb4,320 lb8,640 lb

Read one row: at level 4 with Strength 18, carry up to 540 lb, or push, drag or lift up to 1,080 lb for free. If you learned Titanic Exertion, spend 1 Might and an Action to raise only the push/drag/lift limit to 2,160 lb for up to 1 minute. Carrying stays 540 lb.

At the table: if the DM identifies a loose beam as 1,500 lb, that level-4 character cannot lift it normally but can support it with Titanic Exertion, two free hands and stable footing. Supporting it within the limit needs no Strength check; you cannot move or use those hands while holding it stationary. An anchored beam or a whole building does not become eligible just because of its weight.

Weight is not Speed. When pushing, dragging or lifting more than your carrying capacity, Speed is capped at 5 feet. A higher lifting limit does not let you run with the load.

Calculation: ordinary Medium carry = Strength × 15 lb; push/drag/lift = Strength × 30 lb. Apply the subclass multiplier once. Titanic Exertion then doubles push/drag/lift only.

Jumping examples · running, standing and DashOpen details

How far can I jump?

Each cell shows long jump / high jump. No optional feat is included. Running jumps require a 10-foot run-up; standing jumps do not. These are distance limits, before checking your remaining movement.

Barbarian levelStrengthRunning long / highStanding long / high
1–21616 / 6 ft8 / 3 ft
1–21818 / 7 ft9 / 3.5 ft
3–51621 / 8 ft10.5 / 4 ft
3–51823 / 9 ft11.5 / 4.5 ft
6–81636 / 16 ft18 / 8 ft
6–81838 / 17 ft19 / 8.5 ft
91646 / 21 ft23 / 10.5 ft
91848 / 22 ft24 / 11 ft
10–131656 / 26 ft56 / 26 ft
10–131858 / 27 ft58 / 27 ft

Read one row: at level 4 with Strength 16, your running long jump limit is 21 feet and high jump limit is 8 feet. At Strength 18 those become 23 feet and 9 feet. Level changes add subclass bonuses; Strength changes the ordinary starting distances.

Optional Titanic Athlete: add another 10 feet long and 5 feet high to the running values; apply the standing-jump reduction afterwards until level 10. Its +1 Strength may also change the starting values. Use the level-4 calculator →

Can I make that jump this turn?

Level 6, Strength 18: running long-jump limit 38 feet. Assume a clear route, no movement already spent, and the sample Speed shown below. The 10-foot run-up also uses movement.

Sample SpeedMovement after run-upUsable long jumpWith Dash: movement after run-upUsable long jump with Dash
3020 ft20 ft50 ft38 ft
4030 ft30 ft70 ft38 ft

So a 35-foot gap is within your 38-foot distance limit, but you need Dash in either example to have enough movement that turn. Dash uses your Action. A longer jump limit never grants extra movement by itself.

Movement examples · Speed 30 and 40; throw or catch an allyOpen details

What does “up to your Speed” mean?

Speed is a separate number from Strength. Use your current Speed, including applicable class features and effects. These examples assume clear terrain and no movement penalties; Speed 30 and 40 are illustrative.

Ability / timingAt Speed 30At Speed 40Cost and limit
Ordinary movement30 ft40 ftNo Might; Dash adds another 30 / 40 ft and uses an Action
Climb with handholds · level 6+30 ft40 ftFree Climb Speed equals Speed; at least one free hand; uses movement
Meteor Bound · levels 6–1030-ft leap40-ft leap1 Might + Bonus Action; landing within 20 ft vertically
Meteor Bound · level 11+60-ft leap80-ft leap1 Might + Bonus Action; landing within 40 ft vertically
Cratermaker · level 5+15-ft approach leap20-ft approach leapPart of its whole Action; pay the slam’s current Might cost
Get Them Out · level 3+Move 30 ft; two alliesMove 40 ft; two allies1 Might + Action; special carrying permission
Get Them Out · level 6+ stronger optionMove 60 ft; three alliesMove 80 ft; three allies2 Might + Action; four allies from level 11
Avalanche Charge · level 5+Charge up to 30 ftCharge up to 40 ft1 Might; replaces one attack; straight traversable route
Unstoppable Force · level 10+Charge up to 60 ftCharge up to 80 ft3 Might + whole Action; eligible barrier limits still apply

Special movement: Meteor Bound supplies additional movement and needs no ordinary jump run-up. Its range comes from Speed, not your ordinary jump distance; do not add the jump-table bonuses. The same distinction applies to the printed distances of the other special moves. Each linked ability gives its Rage, route, landing and Opportunity Attack rules. These are alternative uses, not a combo: at most one technique costing Might on your own turn.

Throw or catch an ally: weight and distance are separate

At level 4 with Strength 16, Fastball can throw a willing ally and equipment within your 480-lb carrying limit up to 15 feet, with a landing no more than 5 feet above or below. With Strength 18 the weight limit is 540 lb; the throw is still 15 feet. It costs an Action and no Might; the ally must be your size or smaller, and you need two free hands and a clear route to a safe landing.

At level 6 with Strength 18, Fastball becomes 40 feet, within 20 feet vertically, and carrying capacity becomes 1,080 lb. The automatic physique table lists the later increases.

Iron Grip example: at level 4 with Strength 16, a willing 250-lb ally including gear fits within your 480-lb capacity. If they start falling within 5 feet, you can spend 1 Might and your Reaction to catch them with a free hand and secure support. Your Speed becomes 0 while holding them, for up to 1 minute. Titanic Exertion does not increase this carrying limit.

Read the four exploration abilities · full rules and examplesOpen details
Level 3 · 1 Might · exploration / both

Titanic Exertion

Hold the beam. Pull the wagon free.

What can I do? For 1 minute, double your current pushing, dragging and lifting limits. Hold a heavy beam or move a load while the party acts. Your carrying capacity stays the same.

Cost: 1 Might · Use: Action; up to 1 minute
Do I roll? No check within the stated load limit

At the table: Brace a fallen beam while companions crawl beneath it. Within the load limit, the support is dependable.

Exact rule and limits

With two free hands and stable footing, spend 1 Might to double your current pushing, dragging and lifting limits for up to 1 minute, applying Mighty Physique once before this doubling. Carrying capacity does not change. While supporting a stationary load you cannot move or use your hands for another task. Supporting a load within the limit needs no Strength check; moving with a load uses normal movement restrictions. Ends if you release it or become Incapacitated. This does not stabilise a whole building, protect from debris, lift anchored objects, break a lock, or affect a held or worn object. The DM identifies the relevant load before you spend Might.

Strength and Mighty Physique increase the limit. Pay again to extend duration; never multiply the load twice.

Compare Strength 16 / 18 and lifting limits →

Level 3 · 1 Might · exploration / both

Iron Grip

One hand. One chance to catch them.

What can I do? Catch a willing ally within 5 feet as they start to fall, before they leave reach. Hold them for up to 1 minute while someone helps. You need a free hand, secure support and enough carrying capacity.

Cost: 1 Might · Use: Reaction; hold up to 1 minute
Do I roll? No check for an eligible catch

At the table: Catch an ally who slips beside you on a ledge; next Action, pull them onto solid ground.

Exact rule and limits

When a willing creature within 5 feet starts to fall, spend 1 Might and your Reaction to catch it before it leaves reach. You need one free hand and secure footing or a fixed handhold. It and its equipment must fit within your carrying capacity including Mighty Physique. It stops falling and hangs within 5 feet for up to 1 minute, preventing this fall. Your Speed is 0 and the hand stays occupied. As an Action you may place it in a supported unoccupied space within 5 feet. If you release it, lose support or become Incapacitated, it falls normally from its current position. This cannot catch someone already falling past from a greater height, restrain an unwilling creature or create an anchor in midair.

Carrying capacity grows with Mighty Physique. Catch range stays 5 feet. Competes with every other Reaction.

See a worked ally-catching example →

Level 3 · 1 Might · exploration / both

Primal Presence

Let your presence speak.

What can I do? Use Strength to intimidate a creature or calm or deter a beast, with Advantage on that one check. The DM states the agreed stakes before you spend Might; success is not mind control.

Cost: 1 Might · Use: Action before one check
Do I roll? Strength (Intimidation or Animal Handling)

At the table: Stand firm before a nervous pack animal or warn a bandit away. Success creates the agreed opening, not a mind-controlled servant.

Exact rule and limits

Before one check to intimidate a creature that can see and hear you, or calm or deter a Beast through posture, spend 1 Might. Use Strength (Intimidation) or Strength (Animal Handling), respectively, with Advantage. The DM states whether the goal is possible and sets the DC before you spend Might. Grants no language, obedience, truth detection, Charm or Frightened condition. Cannot force fighting, a secret or abandonment of a core loyalty. In initiative it uses your Action and changes behaviour only as agreed by the DM, never imposing an unlisted combat penalty. Ordinary checks remain available without Might.

No extra targets or automatic success. Extends physical presence outside Rage; does not replace Primal Knowledge.

Level 6 · 1 Might · exploration / both

Enduring Body

Keep going where the body should give out.

What can I do? Ignore the environmental effects of extreme heat, extreme cold and thin air for 1 hour, increasing to 4 hours at level 10. This does not prevent damage, remove Exhaustion or replace food, water or breathing.

Cost: 1 Might · Use: Action; 1 hour
Do I roll? Automatic environmental protection

At the table: Climb the freezing ridge to secure a rope. This protects Sez from the cold, not a fall or an ice spell.

Exact rule and limits

Spend 1 Might to ignore environmental effects of extreme heat, extreme cold and thin air for 1 hour. No damage Resistance, protection against attacks or spells, removal or suspension of Exhaustion, replacement for food or water, or breathing without air. Ends if you become Incapacitated. Does not refund Might or increase its maximum; rest normally if conditions allow. Works in initiative with the same environmental scope.

Barbarian 10: duration 4 hours. Protects only Sez.

Full automatic physique rules · hands, size and safe landingsOpen details

Level 3

Fastball: an Action, two free hands, one willing ally your size or smaller including equipment within your carrying limit. Throw to a visible supported unoccupied landing within the listed distance and vertical difference, along a clear route. No Opportunity Attacks, extra attack, healing or falling damage from this throw.

Level 6

Climb Speed equal to Speed with handholds and at least one free hand. Double breath-holding duration. You cannot climb smooth walls or ceilings without appropriate holds.

Level 9

Titan Grip: normal grapples and shoves may affect up to two sizes larger, maximum Huge. Normal saves, hands and dragging costs remain. Fastball can carry a willing ally one size larger, still within your carrying limit.

Level 10

Standing jumps use your running distance. Every ordinary jump still spends movement. No flight, hovering or automatic checks to break any object. The permanent wall breach requires learning and paying for Unstoppable Force.

Apply the load multiplier once. Jump bonuses replace earlier values; add optional feat bonuses separately. Jumps still spend movement, and standing jumps use half the running distance until level 10. Fastball uses an Action and no Might.

Sez holds the way openOpen details
Sez supports a heavy beam while companions pass.
07 / Path of the Chainbreaker

Optional feats. Extra ways to grow.

The subclass already works. These are alternatives for your normal feat choices, not extra requirements.

Compare the optional feats · exact rules and jump calculatorOpen details
Optional · level 4

Titanic Athlete

+1 Strength, one additional combat technique you choose, and longer jumps: +10 feet long / +5 feet high beyond the subclass’s bonuses.

It uses your level-4 feat choice. You can take something else and still play Path of the Chainbreaker.

Exact feat rule

General feat: level 4+, Strength 13+, Path of the Chainbreaker

Increase Strength by 1, to a maximum of 20. Learn one additional eligible elective technique. Add 10 feet to your running Long Jump and 5 feet to your running High Jump, on top of Mighty Physique. Halve the total for standing jumps until level 10. Ordinary jumps still cost movement and need a clear route and legal landing. Take this feat only once. It uses your normal feat choice; the subclass works without it.

Optional · level 8 · new proposal

Herculean Effort

+1 Strength, one additional exploration exertion, and a moment of exceptional strength: use 20 instead of rolling on one eligible Strength check against a nonmagical object.

Regain that feat benefit after a Short or Long Rest. It costs no Might. This uses your normal feat choice and does not require Titanic Athlete.

Exact feat rule

General feat: Barbarian level 8+, Strength 15+, Path of the Chainbreaker; once only

Increase Strength by 1, to a maximum of 20. Learn one additional eligible exploration exertion, beyond your normal allowance. Before making a Strength ability check to bend, break, lift, push or hold a nonmagical object, you may treat the d20 as 20 instead of rolling, then add the normal ability and any applicable proficiency modifiers. The DM first confirms that the task is possible and states its DC. This does not exceed your stated load limits, affect a creature or held or worn equipment, overcome a magical barrier, or apply to an attack roll or saving throw. Once you use this benefit, regain it on finishing a Short or Long Rest. It costs no Might. This feat uses your normal feat choice; it is not granted by the subclass.

What does “+10 feet” actually buy?

With the same sample Strength 18, a normal running long jump is 18 feet. At level 4, the subclass makes it 23 feet; Titanic Athlete makes it 33 feet. That is a real gap-crossing upgrade — provided you have the movement to use it.

Level-4 comparison. Same Strength in all three rows isolates the jump benefits. A 10-foot run-up is included in the movement budget. These are sample values, not Sez’s recovered sheet. Standing jumps are half these distance limits at this level.

The jump rules and the level-8 trade-off

A normal running Long Jump uses your Strength score in feet. A normal running High Jump uses 3 + your Strength modifier. Both need a 10-foot run-up; every foot jumped costs movement. The high-jump distance measures how high you jump, not how high your fingertips can reach.

At Strength 18, Herculean Effort raises Strength to 19, which still has a +4 modifier. A +2 Strength Ability Score Improvement reaches 20 and a +5 modifier. The damage calculator uses that latter path; choosing a different feat changes the sample build.

Example feat moment: with Strength 19 and Athletics proficiency +3, Herculean Effort produces a 27 check. That can beat an agreed DC 25 object task, but it cannot exceed your lifting limit or do something impossible.

2024 Long Jump · 2024 High Jump

08 / Path of the Chainbreaker

A technique list you can actually use.

Scan the table, then click an ability to open its illustrated card and full rule.

Find your next technique

Unlock level is Barbarian level, not a spell level. “Choose to learn” means it becomes an option, not that Sez knows the entire library. Click a name to reveal its card and exact rule. Costs shown are starting costs with later increases marked.

Unlock levelTechniqueMight costWhen you use itHow you learn itWhat it does
3Batter Up1 MightModify one hitChoose to learnAdd damage to a hit; a failed Strength save also pushes the enemy and knocks it prone.
3Behind Me1 MightReaction before an attack rollChoose to learnUse your Reaction to exchange places with a nearby ally and become the target of the incoming attack.
3Driving BlowFreeModify one hitChoose to learnAfter a hit, push the enemy 5 feet and follow by spending movement.
3Get Them Out1 MightActionChoose to learnMove while carrying willing or unconscious allies out of danger.
3Hook & DragFreeModify one hitChoose to learnAfter a hit, shift an enemy 5 feet into another space within your reach.
3Iron Hide1 MightReaction when taking damageChoose to learnUse your Reaction to reduce one instance of damage, before Resistance or Vulnerability applies.
3Primal Roar1 MightBonus Action; may join starting RageAutomaticFrighten chosen nearby enemies on failed Wisdom saves, briefly making it harder for them to fight while they can see you.
3Titan's Challenge1 MightBonus Action; may join starting RageChoose to learnChallenge nearby enemies; failed saves make attacks against your allies harder.
5Avalanche Charge1 MightReplace one attackChoose to learnRush through enemy spaces, dealing damage and potentially pushing foes aside.
5Body Check1 MightModify one hitChoose to learnAfter a hit, shove an enemy into a second creature for possible secondary damage.
5Cratermaker2; 3 at level 9 MightActionAutomaticLeap into position and slam the ground: damage nearby grounded creatures, knock failed saves prone and briefly leave difficult terrain. Allies can be caught too.
5Human Projectile2 MightReplace one attackChoose to learnThrow an adjacent enemy, potentially striking a second creature.
5Sweep1 MightReplace one attackChoose to learnReplace one attack with weapon attacks against two different nearby enemies.
5Whirlwind2 MightActionChoose to learnPlant your feet and make a separate weapon attack against every chosen enemy within 5 feet. Each hit deals normal weapon damage; this uses your whole Action.
6Chain Snare1 MightReplace one attackChoose to learnUse a chain or suitable flexible weapon to damage a target, pull it closer and briefly stop its movement on a failed save.
6Meteor Bound1 MightBonus ActionChoose to learnUse a Bonus Action to make an extraordinary leap to a supported landing.
6Spellbreaker2 MightReaction before a spell resolvesChoose to learnUse your Reaction to reach a nearby caster; a failed Constitution save stops the spell without adding damage.
9Chain Tempest2 MightActionChoose to learnSweep a chain through a wider area, damaging chosen targets; failed saves can also pull eligible targets up to 5 feet closer. It does not knock targets prone.
9Earthsplitter3 MightActionChoose to learnSend a ground shockwave along a line, dealing damage and knocking failed saves prone.
10Unstoppable Force3 MightActionChoose to learnCharge through enemies and breach an eligible thin, non-load-bearing partition.
10Worldbreaker4 Might total · once per Long RestEmpowered Cratermaker actionAutomatic modeOnce per Long Rest, spend 4 Might total to add 4d6 to your Cratermaker slam.
Browse illustrated ability cards · search, rules and animationsOpen details

This is the full library, not everything Sez knows at once. Read the moves here; a suggested starting set appears in the final DM review.

Attack one: a normal hit. Attack two: Batter Up sends the captain away from the wounded cleric.
Level 3Choose to learnStrikeCombat

Level 3: Batter Up

Add damage to a hit; a failed Strength save also pushes the enemy and knocks it prone.

Cost1 Might
UseModify one hit
RangeWeapon reach
ResolutionStrength

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

Uses no Bonus Action and is paid after a hit: a real advantage. It starts with half the smite dice, needs Rage and spends the turn's technique. Prone immunity still applies.

Full rules, upgrades and example

After you hit an eligible creature with a Strength-based melee weapon attack as part of the Attack action on your turn, spend 1 Might. The hit deals an extra 1d6 Bludgeoning damage. The target makes a Strength save; on a failure, push it up to 10 feet directly away and knock it Prone. A successful save prevents both effects, not the extra hit damage. No collision damage is implied. Replaces mastery and Brutal Strike on that hit.

As Sez grows: Barbarian 6: extra damage 2d6 and push up to 15 feet. Barbarian 11: extra damage 3d6 and push up to 20 feet.

At the table: Attack one: a normal hit. Attack two: Batter Up sends the captain away from the wounded cleric.

Watch Batter Up beside an existing spell
Spell benchmarks

Thunderous Smite · Adds 2d6 Thunder to that hit; Str save or pushed 10 ft and Prone. Instantaneous, no Concentration. +1d6 per higher slot. Paladin spell.

↑ Back to the ability table

Before an archer rolls against Augusto, Sez pulls him behind his shoulder and takes the shot on his own defenses.
Level 3Choose to learnProtectBoth

Level 3: Behind Me

Use your Reaction to exchange places with a nearby ally and become the target of the incoming attack.

Cost1 Might
UseReaction before an attack roll
RangeAlly within 5 ft
ResolutionNone

Does not require Rage. Shared rules apply.

Purpose and trade-offsOpen details

One attack, one Reaction, and Sez takes the risk. Warding Bond lasts an hour and protects broadly. Shield protects its caster against several attacks for one Reaction.

Full rules, upgrades and example

When a creature you can see targets an ally within 5 feet of you with an attack roll, before the roll, spend 1 Might and your Reaction to exchange spaces with that ally. The ally must be willing or Unconscious, neither of you may be Grappled or Restrained, and both spaces must support their new occupants. This movement provokes no Opportunity Attacks. You become the target; resolve the attack against your AC and defenses. The attacker must be able to reach and target you in the new space. This does not intercept an area effect.

As Sez grows: Barbarian 6: ally within 10 feet. Barbarian 11: within half your Speed. Beyond 5 feet, both creatures travel along the same clear, traversable path; this is not teleportation.

At the table: Before an archer rolls against Augusto, Sez pulls him behind his shoulder and takes the shot on his own defenses.

Watch Behind Me beside an existing spell
Spell benchmarks

Warding Bond · For 1 hour, another willing creature gets +1 AC and saves and Resistance to all damage; the caster takes the same damage the target takes. No Concentration; requires two 50+ GP platinum rings.

Shield · +5 AC through the start of your next turn, including against the triggering attack; also blocks Magic Missile. No Concentration. Does not reduce damage from a hit that still beats the new AC.

↑ Back to the ability table

Sez hits a raider, drives him out of a doorway, then steps into the gap so an ally can pass.
Level 3Choose to learnControlCombat

Level 3: Driving Blow

After a hit, push the enemy 5 feet and follow by spending movement.

Cost0 Might
UseModify one hit
RangeWeapon reach
ResolutionNone

Does not require Rage. Shared rules apply.

Purpose and trade-offsOpen details

At will, but only one target and a 5-foot push. Thunderwave affects an area and pushes farther; Push mastery is the more important free benchmark.

Full rules, upgrades and example

Once on your turn, when you hit an eligible creature with a Strength-based melee weapon attack as part of the Attack action, deal normal damage and push it up to 5 feet directly away. You may immediately follow up to 5 feet, spending your movement. This follow does not provoke an Opportunity Attack from that target. Both creatures must end in legal spaces. This is an attack technique; it replaces any weapon mastery or Brutal Strike on this hit.

As Sez grows: No extra damage. At Barbarian 9, the shared size limit improves. A normal Push weapon can already push 10 feet; this option supplies a small follow and works with another weapon profile.

At the table: Sez hits a raider, drives him out of a doorway, then steps into the gap so an ally can pass.

Watch Driving Blow beside an existing spell
Spell benchmarks

Thunderwave · Con save; 2d8 Thunder, half on success. Failure also pushes 10 ft. A larger area than a single hit; affects allies too. +1d8 per higher slot.

↑ Back to the ability table

Sez scoops up a fallen ally, collects another on the way, and carries both clear of the burning corridor.
Level 3Choose to learnRescueBoth

Level 3: Get Them Out

Move while carrying willing or unconscious allies out of danger.

Worked distances at Speed 30 and 40 →

Cost1 Might
UseAction
RangeSelf; movement up to Speed
ResolutionNone

Does not require Rage. Shared rules apply.

Purpose and trade-offsOpen details

Carries more people at high levels, but uses your body and a real route. Dimension Door travels 500 feet through barriers with one passenger; this cannot duplicate that escape.

Full rules, upgrades and example

With two free hands, spend 1 Might to move up to your Speed as part of this action. During that movement, pick up and carry up to two willing or Unconscious creatures of your size or smaller, each initially within 5 feet when picked up. For this action only, ignore their weight and the movement cost of carrying them. End with each in a different supported, unoccupied space within 5 feet of you. The route must be traversable; normal Opportunity Attacks against you apply. Grappled or Restrained creatures cannot be extracted this way. This grants no healing or stabilization.

As Sez grows: Barbarian 6: you may spend 2 Might instead to move up to twice your Speed and carry up to three creatures. Barbarian 11: that stronger version carries up to four. Two free hands remain required.

At the table: Sez scoops up a fallen ally, collects another on the way, and carries both clear of the burning corridor.

Watch Get Them Out beside an existing spell
Spell benchmarks

Dimension Door · Teleport yourself and one willing creature starting within 5 ft. Destination need not be visible. Can escape barriers and does not require a traversable route. Occupied destinations cause damage and failure.

↑ Back to the ability table

Sez hooks the flank of a guard and drags him sideways into reach of a waiting ally.
Level 3Choose to learnControlCombat

Level 3: Hook & Drag

After a hit, shift an enemy 5 feet into another space within your reach.

Cost0 Might
UseModify one hit
RangeWeapon reach
ResolutionNone

Does not require Rage. Shared rules apply.

Purpose and trade-offsOpen details

Thorn Whip reaches 30 feet and pulls 10 feet for no slot. This shorter shift preserves another attack at level 5, but spends your one attack technique.

Full rules, upgrades and example

When you hit an eligible creature with a Strength-based melee weapon attack as part of the Attack action on your turn, deal normal damage and slide it up to 5 feet along the ground to a legal space within your weapon reach and no farther from you than before. You choose the path. It cannot pass through another creature or an obstacle. This replaces mastery and Brutal Strike on the hit.

As Sez grows: The movement stays 5 feet. At Barbarian 9, the shared size limit improves. This does not give the chain a longer ordinary weapon reach.

At the table: Sez hooks the flank of a guard and drags him sideways into reach of a waiting ally.

Watch Hook & Drag beside an existing spell
Spell benchmarks

Thorn Whip · Melee spell attack; 1d6 Piercing and pull a Large or smaller target up to 10 ft. Damage becomes 2d6 at level 5 and 3d6 at 11.

↑ Back to the ability table

A strike deals 25 Slashing damage. Level-5 Sez rolls a 6: reduce by 11 to 14, then Rage Resistance reduces that to 7.
Level 3Choose to learnProtectBoth

Level 3: Iron Hide

Use your Reaction to reduce one instance of damage, before Resistance or Vulnerability applies.

Cost1 Might
UseReaction when taking damage
RangeSelf
ResolutionNone

Does not require Rage. Shared rules apply.

Purpose and trade-offsOpen details

Shield can prevent multiple hits, but only if its AC increase makes them miss. Iron Hide reliably reduces one instance, and the order with Rage is explicit.

Full rules, upgrades and example

When you take damage, after it is rolled but before it is applied, spend 1 Might and your Reaction to reduce that one instance by 1d10 + your Barbarian level, to a minimum of 0. Apply this reduction before Resistance or Vulnerability. It affects all damage types in that instance, but does not grant ongoing protection. It cannot be used on the same attack as Behind Me because both require your Reaction.

As Sez grows: Barbarian 9: reduction becomes 2d10 + your Barbarian level.

At the table: A strike deals 25 Slashing damage. Level-5 Sez rolls a 6: reduce by 11 to 14, then Rage Resistance reduces that to 7.

Watch Iron Hide beside an existing spell
Spell benchmarks

Shield · +5 AC through the start of your next turn, including against the triggering attack; also blocks Magic Missile. No Concentration. Does not reduce damage from a hit that still beats the new AC.

Stoneskin · Concentration, up to 1 hour; consumes 100+ GP diamond dust. Resistance to Bludgeoning, Piercing and Slashing. Rage already gives these resistances; duplicate Resistance does not halve damage again.

↑ Back to the ability table

Sez starts Rage and roars in the same Bonus Action. Two guards fail and hesitate. He then attacks normally; he cannot spend Might on a second technique that turn.
Level 3Automatic signatureControlCombat

Level 3: Primal Roar

Frighten chosen nearby enemies on failed Wisdom saves, briefly making it harder for them to fight while they can see you.

Cost1 Might
UseBonus Action; may join starting Rage
Range15 ft; up to Proficiency Bonus targets
ResolutionWisdom

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

Costs one of your three Might at level 3, with no free daily use. Brief selective fear leaves your Action available but occupies your one paid technique this turn. Fear is a larger spell with forced retreat and Concentration. Track repeated fear across encounters during the trial.

Full rules, upgrades and example

While Raging, spend 1 Might as a Bonus Action, or as part of the same Bonus Action that starts your Rage. Choose up to your Proficiency Bonus creatures within 15 feet that can both see and hear you. Each makes a Wisdom save against your technique DC. On failure it is Frightened of you until the end of your next turn. On success nothing happens. This deals no damage and does not force movement, dropped weapons or Prone. A creature immune to Frightened is unaffected. It is your one paid technique this turn; ordinary attacks and an eligible at-will attack technique remain available. Every use costs Might; there is no free daily use.

As Sez grows: Known automatically at level 3, outside the elective limit. The target limit grows with Proficiency Bonus; range and duration do not grow. Frightened creatures cannot willingly move closer to you and have Disadvantage on attacks and ability checks while you are in their line of sight.

At the table: Sez starts Rage and roars in the same Bonus Action. Two guards fail and hesitate. He then attacks normally; he cannot spend Might on a second technique that turn.

Watch Primal Roar beside an existing spell
Spell benchmarks

Fear · Concentration, up to 1 minute. Wis save or drop held items, become Frightened and flee using Dash when possible. A new save is allowed after ending a turn out of sight.

↑ Back to the ability table

Challenge two raiders, then attack. A failed-save raider can attack Sez normally, attack the wizard with Disadvantage, leave the tether, or use an action without an attack roll.
Level 3Choose to learnControlCombat

Level 3: Titan's Challenge

Challenge nearby enemies; failed saves make attacks against your allies harder.

Cost1 Might
UseBonus Action; may join starting Rage
Range15 ft; up to Proficiency Bonus targets
ResolutionWisdom

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

Deliberately strong multi-target protection without Concentration. Unlike Roar it permits approach and attacks against Sez normally. It costs a choice in the known repertoire. Trial target count before reducing its identity.

Full rules, upgrades and example

While Raging, spend 1 Might as a Bonus Action, or as part of the same Bonus Action that starts your Rage. Choose up to your Proficiency Bonus creatures within 15 feet that can see and hear you. Each makes a Wisdom save against your technique DC. Failure: until the end of your next turn it has Disadvantage on attack rolls against targets other than you. Success: unaffected. The effect ends early for a creature if it is ever more than 30 feet from you, your Rage ends, or you become Incapacitated. This is neither Charm nor Frightened. It forces no movement or attacks, deals no damage, and does not hinder effects resolved only with saving throws. Normal attacks remain available, but no other paid technique on the same turn. Multiple sources of Disadvantage do not stack; Advantage cancels Disadvantage normally.

As Sez grows: Barbarian 9: choosing range becomes 30 feet. Target count follows Proficiency Bonus; duration and the 30-foot tether do not grow.

At the table: Challenge two raiders, then attack. A failed-save raider can attack Sez normally, attack the wizard with Disadvantage, leave the tether, or use an action without an attack roll.

Watch Titan's Challenge beside an existing spell
Spell benchmarks

Compelled Duel · Wisdom save; failed save penalises attacks against other targets and limits movement beyond 30 feet. Ends under its stated attack, allied-damage and distance conditions. Single-target protection; not a Wizard spell.

↑ Back to the ability table

Sez hits a guard, then charges through three enemies toward the trapped wizard. The charge does less to each than a full weapon hit, but changes his position.
Level 5Choose to learnChargeCombat

Level 5: Avalanche Charge

Rush through enemy spaces, dealing damage and potentially pushing foes aside.

Worked distances at Speed 30 and 40 →

Cost1 Might
UseReplace one attack
RangeStraight route up to Speed
ResolutionStrength

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

Lower per-target damage buys movement plus a remaining attack. Gust of Wind pushes repeatedly at range; this is one physical run that can expose Sez to Opportunity Attacks.

Full rules, upgrades and example

During the Attack action, spend 1 Might and replace one attack to move up to your Speed in a straight line along traversable ground. This is additional movement. You may pass through spaces of creatures within the shared size limit and must end in an unoccupied space. Choose up to three such creatures whose spaces you enter; each makes a Strength save, taking 1d6 + your Strength modifier + your Rage Damage bonus Bludgeoning damage on failure, half on success. On failure you may also push that creature 5 feet sideways into a legal space. No Prone. Each is affected once. Normal Opportunity Attacks, Difficult Terrain and effects that stop your movement apply. An obstacle you cannot pass ends the charge.

As Sez grows: Barbarian 6: damage dice become 2d6. Barbarian 11: 3d6 and up to four targets. No extra collision damage.

At the table: Sez hits a guard, then charges through three enemies toward the trapped wizard. The charge does less to each than a full weapon hit, but changes his position.

Watch Avalanche Charge beside an existing spell
Spell benchmarks

Gust of Wind · Concentration, up to 1 minute. Str save or pushed 15 ft, initially and on ending a turn in the line. Movement toward you costs extra. No damage.

Thunderwave · Con save; 2d8 Thunder, half on success. Failure also pushes 10 ft. A larger area than a single hit; affects allies too. +1d8 per higher slot.

↑ Back to the ability table

Sez's ordinary strike cracks a shield. Body Check on the next hit sends its owner crashing into the guard behind him.
Level 5Choose to learnCollisionCombat

Level 5: Body Check

After a hit, shove an enemy into a second creature for possible secondary damage.

Cost1 Might
UseModify one hit
RangeWeapon reach; push up to 10 ft
ResolutionStrength, then Dexterity

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

The collision requires a hit, a failed Strength save and useful positioning. Only the second creature takes the extra damage; this is not extra damage to both on every hit.

Full rules, upgrades and example

After a Strength-based melee weapon hit during your Attack action, spend 1 Might. Deal normal hit damage. The eligible primary target makes a Strength save. On failure, push it up to 10 feet directly away along a clear route to a legal space within 5 feet of another creature you can see. That second creature makes a Dexterity save, taking 2d6 + your Strength modifier Bludgeoning damage on failure, half on success. If the primary succeeds or no such landing space exists, there is no secondary damage. Neither target is automatically Prone. Replaces mastery and Brutal Strike on the hit.

As Sez grows: Barbarian 6: secondary dice become 3d6. Barbarian 11: 4d6. Only the primary target must meet the shared forced-movement size limit.

At the table: Sez's ordinary strike cracks a shield. Body Check on the next hit sends its owner crashing into the guard behind him.

Watch Body Check beside an existing spell
Spell benchmarks

Thunderwave · Con save; 2d8 Thunder, half on success. Failure also pushes 10 ft. A larger area than a single hit; affects allies too. +1d8 per higher slot.

Thunderous Smite · Adds 2d6 Thunder to that hit; Str save or pushed 10 ft and Prone. Instantaneous, no Concentration. +1d6 per higher slot. Paladin spell.

↑ Back to the ability table

At level 5 with Strength +4 and Rage +2, a failed save takes 4d6 + 6 (20 average). At level 9 with +5 and +3, it is 8d6 + 8 (36 average).
Level 5Automatic signatureImpactCombat

Level 5: Cratermaker

Leap into position and slam the ground: damage nearby grounded creatures, knock failed saves prone and briefly leave difficult terrain. Allies can be caught too.

Worked distances at Speed 30 and 40 →

Cost2; 3 at level 9
UseAction
RangeSelf; 10-ft ground radius
ResolutionStrength

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

The signature Fireball comparison: smaller and weaker at 5, comparable to an upcast Fireball by 9, with Prone. Sez must enter the danger, spends his entire action and risks allies. Short-rest recovery is a major advantage, not erased by melee risk.

Full rules, upgrades and example

Spend 2 Might and take this action. You may first leap up to half your Speed to a visible, supported, unoccupied landing no more than 15 feet above or below your starting surface, along a clear path; this leap provokes no Opportunity Attacks and causes no falling damage. Smash the ground at your landing. Every other creature touching the same continuous ground within 10 feet makes a Strength save: 4d6 + your Strength modifier + your Rage Damage bonus Bludgeoning damage, half on success; Prone on failure. The area becomes Difficult Terrain until the start of your next turn. Allies are affected. Walls and gaps block the ground wave. This does not destroy the floor or create a pit. No attacks are added.

As Sez grows: Barbarian 6: 6d6. Barbarian 9: cost becomes 3 Might, damage 8d6, radius 15 feet. Barbarian 11: 9d6 and vertical limit 30 feet. Barbarian 13: 10d6 and radius 20 feet. All upgrades replace earlier values; no cheaper downcast. Worldbreaker at level 10 adds a once-per-Long-Rest empowered mode.

At the table: At level 5 with Strength +4 and Rage +2, a failed save takes 4d6 + 6 (20 average). At level 9 with +5 and +3, it is 8d6 + 8 (36 average).

Watch Cratermaker beside an existing spell
Spell benchmarks

Fireball · Dex save; 8d6 Fire, half on success. Instantaneous; includes allies. +1d6 per slot above 3. A level-5 full caster can first obtain this spell; range, radius and slots matter.

Thunderwave · Con save; 2d8 Thunder, half on success. Failure also pushes 10 ft. A larger area than a single hit; affects allies too. +1d8 per higher slot.

↑ Back to the ability table

Sez hits a raider with his first attack, releases one weapon hand, then grabs and hurls the raider at a second enemy with his remaining attack.
Level 5Choose to learnThrowCombat

Level 5: Human Projectile

Throw an adjacent enemy, potentially striking a second creature.

Cost2 Might
UseReplace one attack
RangeGrab within 5 ft; throw 20 ft
ResolutionStrength; secondary Dexterity

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

Two Might and immediate proximity buy a damaging throw without a wasted setup turn. The second target is affected only after the first fails. Telekinesis offers sustained remote control and suspension instead.

Full rules, upgrades and example

During the Attack action, with at least one free hand, spend 2 Might and replace one attack. Choose an eligible creature within 5 feet; it makes a Strength save. Failure: you grab and throw it to a visible, supported, unoccupied landing within 20 feet of you and no more than 5 feet above or below its starting surface. It takes 2d8 + your Strength modifier + your Rage Damage bonus Bludgeoning damage and falls Prone. Success: half that damage, with no movement or Prone. If thrown, choose at most one other creature within 5 feet of the landing; it makes a Dexterity save against the same damage, half on success and Prone only on failure. No prior grapple is needed. The route must be clear; a target Grappled by someone else, Restrained or anchored cannot be thrown. Your own grapple ends when you throw it. No extra impact or falling damage.

As Sez grows: Barbarian 6: 3d8, range 30 feet, vertical limit 10 feet. Barbarian 9: 4d8, range 40, vertical 15. Barbarian 11: 5d8, range 60, vertical 20. Add Strength and Rage only once to each target's damage.

At the table: Sez hits a raider with his first attack, releases one weapon hand, then grabs and hurls the raider at a second enemy with his remaining attack.

Watch Human Projectile beside an existing spell
Spell benchmarks

Shatter · Con save; 3d8 Thunder, half on success; Constructs save with Disadvantage. Also damages unattended nonmagical objects. +1d8 per higher slot.

Telekinesis · Concentration, up to 10 minutes. Str save to move a Huge or smaller creature up to 30 ft and Restrain it through your next turn. Can manipulate objects. Repeated remote control, not a damage spell.

↑ Back to the ability table

Sez hits the captain normally, then sweeps into two separate guards. Three attack rolls in total, not four.
Level 5Choose to learnAreaCombat

Level 5: Sweep

Replace one attack with weapon attacks against two different nearby enemies.

Cost1 Might
UseReplace one attack
RangeWeapon reach; two nearby foes
ResolutionAttack rolls

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

Preserving the second attack is powerful. Acid Splash is unlimited and ranged; Shatter can catch more targets. The free Cleave mastery is also a serious baseline.

Full rules, upgrades and example

During the Attack action, spend 1 Might and replace one attack with two Strength-based melee weapon attacks, each against a different creature. Both must be within your weapon reach and within 5 feet of one another. Each hit deals normal weapon damage. You cannot use Cleave anywhere on this turn. These attacks cannot use mastery or Brutal Strike, or trigger additional attacks. Your remaining ordinary attack is still available.

As Sez grows: Always two technique targets. This is the compact option that leaves a normal attack; use Whirlwind for a wider group.

At the table: Sez hits the captain normally, then sweeps into two separate guards. Three attack rolls in total, not four.

Watch Sweep beside an existing spell
Spell benchmarks

Acid Splash · Dex save; 1d6 Acid, no damage on success. Scales to 2d6 at character level 5 and 3d6 at 11. Unlimited casts; can catch several creatures.

Shatter · Con save; 3d8 Thunder, half on success; Constructs save with Disadvantage. Also damages unattended nonmagical objects. +1d8 per higher slot.

↑ Back to the ability table

Four enemies surround Sez. He plants his feet and rolls four separate attacks; two hit, two miss. With only two enemies, Sweep normally preserves more of his turn.
Level 5Choose to learnAreaCombat

Level 5: Whirlwind

Plant your feet and make a separate weapon attack against every chosen enemy within 5 feet. Each hit deals normal weapon damage; this uses your whole Action.

Cost2 Might
UseAction
RangeFixed 5-ft radius
ResolutionAttack rolls

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

A powerful payoff for a crowded position. Four targets yield more attacks than Sweep; two targets do not. It costs twice as much Might and the whole action. Reach bonuses cannot enlarge it.

Full rules, upgrades and example

While Raging, spend 2 Might and take this special action. Choose any number of creatures within 5 feet of you, then make one Strength-based melee weapon attack against each chosen creature, once each. Each hit deals normal weapon damage. You can spare allies. You cannot move during this action, and weapon reach never enlarges its fixed 5-foot radius. This is not the Attack action: no Extra Attack or Great Weapon Master Heavy Weapon Mastery damage. These attacks cannot use mastery or Brutal Strike, or trigger extra attacks.

As Sez grows: Always 2 Might and a fixed 5-foot radius. There is no moving version or later target cap. The number of legal adjacent creatures determines how many rolls you make.

At the table: Four enemies surround Sez. He plants his feet and rolls four separate attacks; two hit, two miss. With only two enemies, Sweep normally preserves more of his turn.

Watch Whirlwind beside an existing spell
Spell benchmarks

Shatter · Con save; 3d8 Thunder, half on success; Constructs save with Disadvantage. Also damages unattended nonmagical objects. +1d8 per higher slot.

↑ Back to the ability table

Sez makes one normal attack, then snaps a chain around a charging raider's legs, hauling him back and stopping his next move.
Level 6Choose to learnChainCombat

Level 6: Chain Snare

Use a chain or suitable flexible weapon to damage a target, pull it closer and briefly stop its movement on a failed save.

Cost1 Might
UseReplace one attack
Range20 ft; visible target
ResolutionStrength

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

Stronger short control than Thorn Whip, but costs Might and Rage. Entangle restrains several creatures for potentially much longer; Speed 0 alone does not grant Advantage against this target.

Full rules, upgrades and example

During the Attack action, holding a fighting chain or another DM-approved flexible weapon in one hand, spend 1 Might and replace one attack. An eligible creature you can see within 20 feet makes a Strength save. Failure: 2d6 + your Strength modifier Bludgeoning damage, pull it up to 10 feet toward you along a clear ground route to a legal space, and its Speed becomes 0 until the start of your next turn. Success: half damage, no pull or Speed reduction. The chain immediately returns; this is not a lasting grapple, Restrained condition or tether. No Rage Damage bonus is added.

As Sez grows: Barbarian 11: damage dice become 3d6 and range becomes 30 feet. This special range does not change ordinary chain attacks.

At the table: Sez makes one normal attack, then snaps a chain around a charging raider's legs, hauling him back and stopping his next move.

Watch Chain Snare beside an existing spell
Spell benchmarks

Thorn Whip · Melee spell attack; 1d6 Piercing and pull a Large or smaller target up to 10 ft. Damage becomes 2d6 at level 5 and 3d6 at 11.

Entangle · Concentration, up to 1 minute. Difficult Terrain; initial Str save or Restrained. Restrained creatures can spend an action on a Str (Athletics) check to escape.

↑ Back to the ability table

On a later Rage turn, Sez bounds onto the battlement, then makes two ordinary attacks. He cannot also pay for Cratermaker that turn.
Level 6Choose to learnMobilityBoth

Level 6: Meteor Bound

Use a Bonus Action to make an extraordinary leap to a supported landing.

Worked distances at Speed 30 and 40 →

Cost1 Might
UseBonus Action
RangeLeap up to Speed
ResolutionNone

Requires active Rage. Shared rules apply.

What attacks remain after this technique? See action examples →

Purpose and trade-offsOpen details

A long leap is intentionally impressive. Misty Step can cross barriers, Jump lasts a minute and Fly sustains flight. This requires Rage and competes with starting Rage for the Bonus Action.

Full rules, upgrades and example

Spend 1 Might and your Bonus Action to leap up to your Speed to a visible, unoccupied, supported landing no more than 20 feet above or below you. The path must have enough room for your body. This movement provokes no Opportunity Attacks and causes no falling damage. You cannot take passengers. This is additional movement; it cannot pass through a wall, barrier or creature and does not let you hover. Normal attacks remain available, but the one-paid-technique rule prevents using another paid technique on this turn.

As Sez grows: Barbarian 11: distance up to twice your Speed; vertical difference up to 40 feet.

At the table: On a later Rage turn, Sez bounds onto the battlement, then makes two ordinary attacks. He cannot also pay for Cratermaker that turn.

Watch Meteor Bound beside an existing spell
Spell benchmarks

Misty Step · Teleport to a visible unoccupied space. Instantaneous, no Concentration. Can cross barriers a physical jump cannot; leaves the action available.

Jump · For 1 minute, the willing target can jump up to 30 ft once on each of its turns by spending 10 ft of movement. No Concentration. This is the 2024 version.

Fly · Concentration, up to 10 minutes. A willing creature gains a Fly Speed of 60 ft and can hover. This provides sustained access to the air that a leap does not.

↑ Back to the ability table

A mage 15 feet away starts casting. Sez spends 2 Might and moves 10 feet. Failed Constitution save: the spell stops, its slot remains. Sez cannot also use Behind Me before his Reaction refreshes.
Level 6Choose to learnControlCombat

Level 6: Spellbreaker

Use your Reaction to reach a nearby caster; a failed Constitution save stops the spell without adding damage.

Cost2 Might
UseReaction before a spell resolves
RangeTrigger 15 ft; move up to 10 ft; finish within 5 ft
ResolutionConstitution

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

Real interruption with one saving throw. It cannot itself be Counterspelled. Short-rest recovery is strong; Rage, physical contact, exposed movement and your one Reaction are meaningful costs. No damage is added. Trial repeated denial of one caster.

Full rules, upgrades and example

While Raging, when you see a creature within 15 feet casting a spell with a perceptible Verbal, Somatic or Material component, before the spell resolves, spend 2 Might and your Reaction. You need a free hand and a traversable route to a supported unoccupied space within 5 feet of the caster. Move up to 10 feet along that route, then physically disrupt its casting. This is additional movement, subject to normal movement restrictions and Opportunity Attacks. If you cannot reach the caster or cannot act after moving, the spell proceeds and your costs remain spent. Otherwise the caster makes a Constitution save against your technique DC. Failure: this casting has no effect and its action, Bonus Action or Reaction is spent, but its spell slot is retained. For this homebrew, any limited casting use and consumed material component are also retained. Success: the spell resolves normally. No attack roll, damage, weapon rider, ongoing silence or disruption of an existing spell. Movement and costs remain spent on either result. Any spell level is eligible; component-free casting and monster abilities that are not spells are not. You must physically reach the creature; weapon reach does not extend the final 5-foot distance.

As Sez grows: Barbarian 11: trigger distance 25 feet and reaction movement 20 feet. Contact remains within 5 feet; cost remains 2 Might.

At the table: A mage 15 feet away starts casting. Sez spends 2 Might and moves 10 feet. Failed Constitution save: the spell stops, its slot remains. Sez cannot also use Behind Me before his Reaction refreshes.

Watch Spellbreaker beside an existing spell
Spell benchmarks

Counterspell · Visible component-bearing casting triggers a Constitution save. Failure interrupts that casting and spends its action economy, but retains the spell slot. No damage. The 2024 version.

↑ Back to the ability table

Surrounded by three foes and one ally, Sez lashes out at the foes alone, pulling one away from the ally.
Level 9Choose to learnChainCombat

Level 9: Chain Tempest

Sweep a chain through a wider area, damaging chosen targets; failed saves can also pull eligible targets up to 5 feet closer. It does not knock targets prone.

Cost2 Might
UseAction
Range15-ft radius; up to 4 targets
ResolutionDexterity

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

Selective targeting is deliberately premium. Spirit Guardians can deal damage repeatedly and slow creatures for ten minutes with Concentration; Chain Tempest is one burst that consumes an action and Might.

Full rules, upgrades and example

With a fighting chain or DM-approved flexible weapon in both hands, spend 2 Might and take this action. Choose up to four visible creatures within 15 feet that have a clear path to your chain. Each makes a Dexterity save: 3d6 + your Strength modifier + your Rage Damage bonus Bludgeoning damage, half on success. A failed target within the shared size limit may also be pulled up to 5 feet toward you along a clear ground route to a legal space. There is no Prone, ongoing area or attack roll. You may spare allies. Weapon dice, enchantment damage and weapon reach do not alter this technique.

As Sez grows: Barbarian 11: 4d6 and up to five targets. Radius remains 15 feet.

At the table: Surrounded by three foes and one ally, Sez lashes out at the foes alone, pulling one away from the ally.

Watch Chain Tempest beside an existing spell
Spell benchmarks

Spirit Guardians · Concentration, up to 10 minutes. Exempts chosen creatures; halves enemy Speed. Wis save for 3d8 damage, half on success, on its specified entry/end-turn triggers; at most one save per creature per turn. Not just one damage event.

Shatter · Con save; 3d8 Thunder, half on success; Constructs save with Disadvantage. Also damages unattended nonmagical objects. +1d8 per higher slot.

↑ Back to the ability table

Level-9 Sez slams his weapon into the road, sending a narrow shockwave through four advancing raiders: 6d6 + 8 each before saves.
Level 9Choose to learnImpactCombat

Level 9: Earthsplitter

Send a ground shockwave along a line, dealing damage and knocking failed saves prone.

Cost3 Might
UseAction
Range60-by-5-ft ground line
ResolutionDexterity

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

At level 9 the average failed-save damage is 29, versus 28 for a base Lightning Bolt or 35 using a level-5 slot. Added Prone buys control; the ground route and shorter line constrain targets.

Full rules, upgrades and example

Spend 3 Might and strike a continuous ground surface. Every other creature touching that surface in a 60-foot-long, 5-foot-wide line from you makes a Dexterity save. Failure: 6d6 + your Strength modifier + your Rage Damage bonus Bludgeoning damage and Prone. Success: half damage, no Prone. The line becomes Difficult Terrain until the start of your next turn. Walls and gaps stop the effect. Allies are affected. The surface remains intact and supports creatures; there is no added pit, collapse or falling damage.

As Sez grows: Barbarian 11: 8d6 and length 90 feet. Barbarian 13: 10d6. Width remains 5 feet.

At the table: Level-9 Sez slams his weapon into the road, sending a narrow shockwave through four advancing raiders: 6d6 + 8 each before saves.

Watch Earthsplitter beside an existing spell
Spell benchmarks

Lightning Bolt · Dex save; 8d6 Lightning, half on success. Instantaneous; includes allies. +1d6 per slot above 3. Does not require a continuous ground surface.

↑ Back to the ability table

Sez tears through a thin courtyard partition and bowls through the guards beyond it. A castle's reinforced load-bearing wall still stops him.
Level 10Choose to learnChargeBoth

Level 10: Unstoppable Force

Charge through enemies and breach an eligible thin, non-load-bearing partition.

Worked distances at Speed 30 and 40 →

Cost3 Might
UseAction
RangeStraight route up to twice Speed
ResolutionStrength

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

A permanent thin breach plus damage is strong and physical. Passwall opens a safe 20-foot-deep passage remotely; this requires a direct run, risks attacks and cannot solve every wall.

Full rules, upgrades and example

Spend 3 Might and take this action to charge up to twice your Speed in a straight line, using Avalanche Charge's movement and target rules without needing to know it. Affect up to five eligible creatures, each saving against 4d6 + your Strength modifier + your Rage Damage bonus Bludgeoning damage, half on success; on failure you may push it 5 feet sideways. During this action you may automatically breach one nonmagical wood or unreinforced stone section at most 1 foot thick, leaving a permanent opening up to 5 feet wide and 10 feet high. It cannot be metal, load-bearing, structurally reinforced or part of a magical barrier. Any other obstruction stops you. No automatic collapse, extra damage from debris or Prone.

As Sez grows: Available at Barbarian 10. This is an elective technique: you must choose to learn it. It needs no level-13 feature or additional feat.

At the table: Sez tears through a thin courtyard partition and bowls through the guards beyond it. A castle's reinforced load-bearing wall still stops him.

Watch Unstoppable Force beside an existing spell
Spell benchmarks

Passwall · For 1 hour, makes a passage up to 5 ft wide and 8 ft tall through wood, plaster or stone without destabilising the structure. No Concentration. It can penetrate much thicker material than a physical breach.

Gust of Wind · Concentration, up to 1 minute. Str save or pushed 15 ft, initially and on ending a turn in the line. Movement toward you costs extra. No damage.

↑ Back to the ability table

At level 10 with Strength +5 and Rage +3, Worldbreaker deals 12d6 + 8: 50 on an average failed save. A successful save halves the rolled result. Sez has spent four of seven Might and his daily use.
Level 10Automatic modeImpactCombat

Level 10: Worldbreaker

Once per Long Rest, spend 4 Might total to add 4d6 to your Cratermaker slam.

Cost4 total + once per Long Rest
UseEmpowered Cratermaker action
RangeCratermaker area at your level
ResolutionStrength

Requires active Rage. Shared rules apply.

Purpose and trade-offsOpen details

The daily restriction sits on top of Might and the whole action. At level 10, a level-5-slot Fireball averages 35 on a failed save, so this daily slam is deliberately stronger per target, with a shorter grounded area and friendly fire. This premium is a playtest question, not proof of balance.

Full rules, upgrades and example

At Barbarian 10, once per Long Rest, declare Worldbreaker before resolving Cratermaker. Spend 4 Might total instead of its usual cost and add 4d6 to its damage. All other Cratermaker rules, including its optional leap, Rage requirement, area, Strength saves, half damage, Prone, friendly fire and brief Difficult Terrain, remain unchanged. It grants no extra action or attack and causes no structural collapse. You know this mode automatically; it is not a separately learned technique.

As Sez grows: Level 10: 12d6 + Strength + Rage in a 15-foot radius. Level 11: 13d6 + Strength + Rage, same radius. Level 13: 14d6 + Strength + Rage in a 20-foot radius. Its total cost stays 4 Might and once per Long Rest.

At the table: At level 10 with Strength +5 and Rage +3, Worldbreaker deals 12d6 + 8: 50 on an average failed save. A successful save halves the rolled result. Sez has spent four of seven Might and his daily use.

Watch Worldbreaker beside an existing spell
Spell benchmarks

Destructive Wave · Chosen creatures make Con saves: 5d6 Thunder plus 5d6 Radiant or Necrotic; half on success and Prone on failure. Paladins normally first get level-5 slots at class level 17, not 9.

Fireball · Dex save; 8d6 Fire, half on success. Instantaneous; includes allies. +1d6 per slot above 3. A level-5 full caster can first obtain this spell; range, radius and slots matter.

↑ Back to the ability table

09 / Path of the Chainbreaker

Same battlefield.
Visible trade-offs.

Play a turn or inspect one frame at a time. Every scene identifies its level, spell slot, action, saves and positioning assumptions.

Explore all 22 animated comparisonsOpen details

Fireball can reach from afar. Thunderwave cannot: its 15-foot cube originates at the caster. The distinction matters.

Sez can gain knockdown, a surviving attack or selective targeting. Those benefits have real value even when he has to stand close. The scenes make both sides visible.

Two panels distinguish the initial shoulder contact from the later enemy-to-enemy collision.
10 / Path of the Chainbreaker

Strong enough to want.
Clear enough to challenge.

Change the level, target count and saving-throw chances. See expected damage, not just the biggest possible roll.

Open the damage calculator and resource comparisonsOpen details

The signature impact

The sample build uses starting Strength 17, Titanic Athlete at 4 and +2 Strength at 8. These are declared assumptions, not Sez’s confirmed statistics.

Each target can have a different save bonus. The calculator allows separate failure chances for Strength against Sez and Dexterity against Fireball. It rounds half damage down for every possible roll.

Sez delivers an empowered ground strike.
The daily mode adds 4d6 to Cratermaker, costs 4 Might total, and does not destroy the floor.

Level-5 alternatives: include strong official options

2024 rules. Level-5 comparisons: STR 18, Rage +2, greataxe 1d12, +7 to hit versus AC 15, Reckless Attack; save DC 15 versus +3 (55% failure). These are illustrative build fixtures, not recovered Sez statistics. GWM rows use a legal starting STR 17 + GWM at 4; technique rows use Titanic Athlete instead. No magic weapons, Hew bonus-action attacks (kills depend on target HP), overkill, resistances, incoming damage, ally damage or subsequent control benefits. A greataxe is a benchmark, not an assigned chain profile. Cleave is modeled only where stated. The official Berserker row replaces Path of the Chainbreaker; it cannot be stacked with the techniques.

OptionExpected total damageCostScope
Two ordinary attacks23.200 MightSingle-target baseline; no subclass damage rider.
GWM: two attacks28.470 MightUses GWM in the level-4 feat slot; +3 on each eligible hit.
GWM + Cleave available39.030 MightAdjacent second enemy required. No positive STR modifier on Cleave damage.
Berserker + GWM: two attacks36.130 MightOfficial damage subclass; includes 2d6 Frenzy on first qualifying hit, including crit chance.
Sweep + normal attack34.811 MightAt least two foes; no Cleave.
Whirlwind: four targets46.412 MightWhole action; four different adjacent foes; no GWM action bonus.
Charge: three targets + attack33.351 MightLower damage, movement; Opportunity Attacks excluded.
Throw: up to two targets + attack29.452 MightSecond target exists only if primary fails its save.
Cratermaker: three enemies46.162 MightWhole action; ally damage and control value excluded.
Fireball: three enemies64.76Level-3 slotWhole action; ally damage excluded.

Resources change the story.

These are maximum Cratermaker uses if every Might point is reserved for it, with enough Rages and legal opportunities. Spending on protection, throws or a daily Worldbreaker lowers that number. The wizard totals also assume every eligible slot goes into Fireball.

LevelMight / restNo short rests1 short rest2 short restsWizard slots of level 3+Extra via Arcane Recovery
5424621
7524641
9624671
11724692
138246102

Arcane Recovery requires a Short Rest and is shown separately. Its extra casts here use recovered level-3 slots. The comparisons omit overkill, resistance, enemy positioning, friendly fire, incoming attacks and later benefits of control. They do not establish a whole-class ranking.

11 / Path of the Chainbreaker

The rules that keep the pitch honest.

Use these together with every card. Exact wording belongs here so the main story can stay readable.

Open the shared rules and official referencesOpen details
Sez braces a chain-wrapped forearm against a mace impact.

The five things to remember

One attack technique on your turn. One paid technique on your turn. Defensive Reactions on other turns still cost your normal Reaction. A whole-action technique leaves no Extra Attack. Might and Rage are separate resources.

The chain needs one agreed weapon profile. The art does not combine a whip’s reach, a flail’s handling and a greataxe’s damage.

Learn a small hand of techniques

Choose the number of elective techniques in the level table, always including at least one at-will technique. Primal Roar at 3 and Cratermaker at 5 are automatic and do not count against that number. Worldbreaker at 10 is a mode of Cratermaker, not another elective. During this trial, replace one elective with another eligible technique after each Long Rest. Availability uses Barbarian level. Mighty Physique is automatic. Titanic Athlete adds one elective; the full catalogue is never automatically known. Learn exploration exertions separately: one at 3, two at 6, three at 10. They do not consume combat electives. During the trial, replace one known exploration exertion after a Long Rest.

Might and Rage

Recover all Might on finishing a Short or Long Rest; unused recovery cannot exceed your maximum. Might is separate from Rage uses. A card marked Rage requires your Rage to be active throughout its use. Starting Rage still costs its normal Bonus Action. No technique works in Heavy armor. This is a substantial pool that refreshes often; the rest schedule must be part of the trial.

One choice inside the Attack action

On your turn, use at most one technique that modifies a hit or replaces an attack. Spend the specified Might when you choose the technique; on-hit techniques are chosen and paid only after a hit. A replacement attack is spent even if the target saves or you miss. The remaining ordinary attack is still ordinary: it can use legal mastery, Brutal Strike and other normal features.

One paid technique on your turn

Use at most one technique costing Might on your own turn, including one used as a Reaction there. You may still use an at-will attack technique alongside a paid Bonus Action technique. You can use a Reaction technique as your normal Reaction on another creature's turn if you have Might and a Reaction. You do not get extra Reactions. Behind Me, Iron Hide, Iron Grip and Spellbreaker compete for that one Reaction.

Shared numbers

Technique save DC = 8 + Proficiency Bonus + Strength modifier. Use your current Rage Damage bonus only where the card explicitly adds it, or on an ordinary Strength weapon hit where Rage normally applies. Fixed-dice technique damage is Bludgeoning unless stated otherwise. Half damage rounds down. Save-only techniques cannot critically hit and do not gain weapon dice, weapon magic bonuses or damage riders unless the card says so.

Weapons and riders

Technique weapon attacks use their ordinary attack and damage rules, including legal Rage, Reckless Attack, magic weapon bonuses. They cannot apply weapon mastery or Brutal Strike, and cannot trigger extra attacks (including Cleave or Hew). Once-per-turn riders remain once per turn. Path of the Chainbreaker replaces other Barbarian subclasses; their riders are not added. Sweep also bars Cleave from your whole turn. A special technique Action is not the Attack action; it receives neither Extra Attack nor Great Weapon Master's Heavy Weapon Mastery bonus. If you later obtain GWM, that bonus can apply to eligible Heavy weapon hits made by attack techniques within the Attack action.

Size, routes and landing

For techniques that call a creature eligible, the target is at most one size larger than you; at Barbarian 9, up to two sizes larger, maximum Huge. Each card's explicit exceptions win. Forced movement needs a clear route and a legal final space; it does not pass through walls or creatures or grant extra collision damage. Forced movement does not provoke Opportunity Attacks. Ordinary pushes can cause normal hazard or falling effects; Human Projectile and Fastball use supported landings and their stated safe vertical limits instead.

Chains have one agreed weapon profile

The artwork establishes Sez's appearance, not his weapon statistics. Use one DM-approved ordinary profile for each weapon: a flail, whip or a two-handed weapon reskinned as a chain are different choices. Do not combine all their damage, reach, hands and properties. Chain Snare and Chain Tempest state their own special ranges and damage. Other characters may use a suitably described flexible weapon; this remains a general Barbarian proposal.

Physical feats and existing features

These are extraordinary physical abilities, not spells: they do not use slots, Concentration or Counterspell. Normal cover, conditions and resistance still matter. They do not remove Primal Knowledge, Weapon Mastery, base class features or Relentless Rage. Primal Knowledge already allows certain Strength-based checks during Rage. A check alone does not maintain 2024 Rage: attack an enemy, force an enemy save or use the maintenance Bonus Action.

A replacement subclass, not a stack

Path of the Chainbreaker replaces Path of the World Tree in full. You do not gain its temporary Hit Points at 3, reactive teleport at 6, extended weapon reach and extra mastery at 10, or future party teleport at 14. Normal Barbarian class features, Rage resistance, Weapon Mastery, Primal Knowledge, Extra Attack and feats remain. This proposal specifies levels 1-13; a level-14 subclass feature is reserved for a later expansion.

Risk is real, but not a balancing equation

Close range can expose Sez to enemies on their turns, while Rage reduces many weapon blows. Entering an enemy's reach does not by itself provoke an Opportunity Attack; leaving it normally can. Reactions, visibility and reach still matter. Forced movement and explicitly protected leaps do not provoke. Range does not make a caster invulnerable. Short-rest Might, selective targeting, preserved attacks and no Concentration are independent advantages that must be tested.

Exploration shares Might, not learning slots

Mighty Physique costs no Might. Exploration exertions share the Might pool and one-paid-technique-on-your-turn limit. They work during initiative unless their text requires a longer activity. None requires Rage or works in Heavy armor. Pay when declared; failure does not refund the cost. Two uses of the same exertion never stack.

A save is not a skill check

The target rolls the named saving throw against 8 + your Proficiency Bonus + your Strength modifier. Attack techniques require their stated attack roll. Exploration checks use the stated ability and skill, against a DC the DM sets before spending Might. Follow each card for successful-save effects.

Physical interruption timing

Spellbreaker resolves before the triggering spell. Its Constitution save represents the disruptive blow; it is not a weapon attack or an Unarmed Strike and adds no damage or riders. You do not automatically learn the spell name or level. Ordinary damage does not by itself cancel a spell being cast.

Strong first, then measure

V4 adds physical permissions, close-range spell denial and an area challenge. Melee exposure is a cost, not proof of balance: Rage, selective targeting, no Concentration and Short Rest recovery still count. Tune the specific cause of a problem while preserving each move's identity.

All spell references and source notes
SpellSpell level / accessAction & rangeWhat the comparison establishes
Acid Splash0 / 1Action; 60 ft; 5-ft-radius sphereDex save; 1d6 Acid, no damage on success. Scales to 2d6 at character level 5 and 3d6 at 11. Unlimited casts; can catch several creatures.
Thorn Whip0 / 1Action; 30 ftMelee spell attack; 1d6 Piercing and pull a Large or smaller target up to 10 ft. Damage becomes 2d6 at level 5 and 3d6 at 11.
Thunderwave1 / 1Action; Self; 15-ft cubeCon save; 2d8 Thunder, half on success. Failure also pushes 10 ft. A larger area than a single hit; affects allies too. +1d8 per higher slot.
Thunderous Smite1 / 1Bonus Action after a melee hit; The creature hitAdds 2d6 Thunder to that hit; Str save or pushed 10 ft and Prone. Instantaneous, no Concentration. +1d6 per higher slot. Paladin spell.
Shield1 / 1Reaction after being hit; Self+5 AC through the start of your next turn, including against the triggering attack; also blocks Magic Missile. No Concentration. Does not reduce damage from a hit that still beats the new AC.
Shield of Faith1 / 1Bonus Action; 60 ft; one creature+2 AC with Concentration, up to 10 minutes. Cleric/Paladin spell; not a standard Wizard spell. Can protect an ally.
Jump1 / 1Bonus Action; TouchFor 1 minute, the willing target can jump up to 30 ft once on each of its turns by spending 10 ft of movement. No Concentration. This is the 2024 version.
Entangle1 / 1Action; 90 ft; 20-ft squareConcentration, up to 1 minute. Difficult Terrain; initial Str save or Restrained. Restrained creatures can spend an action on a Str (Athletics) check to escape.
Shatter2 / 3Action; 60 ft; 10-ft-radius sphereCon save; 3d8 Thunder, half on success; Constructs save with Disadvantage. Also damages unattended nonmagical objects. +1d8 per higher slot.
Gust of Wind2 / 3Action; Self; 60-by-10-ft lineConcentration, up to 1 minute. Str save or pushed 15 ft, initially and on ending a turn in the line. Movement toward you costs extra. No damage.
Misty Step2 / 3Bonus Action; Self; 30-ft teleportTeleport to a visible unoccupied space. Instantaneous, no Concentration. Can cross barriers a physical jump cannot; leaves the action available.
Warding Bond2 / 3Action; Touch; link within 60 ftFor 1 hour, another willing creature gets +1 AC and saves and Resistance to all damage; the caster takes the same damage the target takes. No Concentration; requires two 50+ GP platinum rings.
Enhance Ability2 / 3Action; TouchConcentration, up to 1 hour. Advantage on checks using one chosen ability: Str, Dex, Int, Wis or Cha. The 2024 spell does not double carrying capacity.
Enlarge/Reduce2 / 3Action; 30 ftConcentration, up to 1 minute. Enlarge increases size one category, gives Advantage on Str checks and saves, and adds 1d4 to enlarged weapon and Unarmed Strike damage. It is broader than a carrying bonus.
Spider Climb2 / 3Action; TouchConcentration, up to 1 hour. A willing target gains a Climb Speed equal to its Speed and can climb difficult surfaces, including ceilings, without its hands. Ordinary climbing still needs purchase.
Fireball3 / 5Action; 150 ft; 20-ft-radius sphereDex save; 8d6 Fire, half on success. Instantaneous; includes allies. +1d6 per slot above 3. A level-5 full caster can first obtain this spell; range, radius and slots matter.
Lightning Bolt3 / 5Action; Self; 100-by-5-ft lineDex save; 8d6 Lightning, half on success. Instantaneous; includes allies. +1d6 per slot above 3. Does not require a continuous ground surface.
Fear3 / 5Action; Self; 30-ft coneConcentration, up to 1 minute. Wis save or drop held items, become Frightened and flee using Dash when possible. A new save is allowed after ending a turn out of sight.
Spirit Guardians3 / 5Action; Self; 15-ft emanationConcentration, up to 10 minutes. Exempts chosen creatures; halves enemy Speed. Wis save for 3d8 damage, half on success, on its specified entry/end-turn triggers; at most one save per creature per turn. Not just one damage event.
Fly3 / 5Action; TouchConcentration, up to 10 minutes. A willing creature gains a Fly Speed of 60 ft and can hover. This provides sustained access to the air that a leap does not.
Dimension Door4 / 7Action; 500 ftTeleport yourself and one willing creature starting within 5 ft. Destination need not be visible. Can escape barriers and does not require a traversable route. Occupied destinations cause damage and failure.
Stoneskin4 / 7Action; TouchConcentration, up to 1 hour; consumes 100+ GP diamond dust. Resistance to Bludgeoning, Piercing and Slashing. Rage already gives these resistances; duplicate Resistance does not halve damage again.
Telekinesis5 / 9Action; later Magic actions; 60 ftConcentration, up to 10 minutes. Str save to move a Huge or smaller creature up to 30 ft and Restrain it through your next turn. Can manipulate objects. Repeated remote control, not a damage spell.
Passwall5 / 9Action; 30 ft; opening up to 20 ft deepFor 1 hour, makes a passage up to 5 ft wide and 8 ft tall through wood, plaster or stone without destabilising the structure. No Concentration. It can penetrate much thicker material than a physical breach.
Destructive Wave5 / 17Action; Self; 30-ft emanationChosen creatures make Con saves: 5d6 Thunder plus 5d6 Radiant or Necrotic; half on success and Prone on failure. Paladins normally first get level-5 slots at class level 17, not 9.
Counterspell3 / 5Reaction before the spell resolves; 60 ftVisible component-bearing casting triggers a Constitution save. Failure interrupts that casting and spends its action economy, but retains the spell slot. No damage. The 2024 version.
Compelled Duel1 / 2Bonus Action; Concentration up to 1 minute; 30 ft; one creatureWisdom save; failed save penalises attacks against other targets and limits movement beyond 30 feet. Ends under its stated attack, allied-damage and distance conditions. Single-target protection; not a Wizard spell.

Rules baseline: SRD 5.2.1; 2024 class rules; rules glossary; official World Tree preview. Destructive Wave is a role reference: normal Paladin access is level 17, not a level-9 benchmark. Shield of Faith is not a standard Wizard spell. Source checks: 1 October 2026.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Original homebrew proposal and AI-generated Sez illustrations. No official endorsement. The personal motivation reflects the player’s account of videos and earlier discussions; this edition does not claim a new transcription of those videos.

12 / Path of the Chainbreaker

A decision for the whole table.

Try the proposed Barbarian, or play Augusto and Sez with their existing rules.

I’d be happy with either route.

The group has said they would be open to me playing both Augusto and Sez. If this subclass feels like too much new material, I’d happily take that route: I get to enjoy both characters and have the best of both worlds.

OptionWhat we would agree
Try this version of SezPlay Sez with Path of the Chainbreaker, replacing World Tree. Try the new toolkit for four sessions, then review it together.
Play Augusto and SezUse both characters with their existing rules. Keep Sez’s Barbarian rules familiar, and agree with Chris how to handle two characters at the table, including turn time and shared spotlight.

Both would be a good outcome for me. Chris and the other players can help decide which fits the campaign best.

The goal is to enjoy these characters and help create memorable moments for everyone. If either approach repeatedly takes over another character’s role or slows the game, we review it together.

If we choose the new subclass: a four-session trial

WhenWhat the group agrees
Before playChris and the players agree to try the replacement subclass. Confirm the actual Strength, equipment, one chain profile, learned hand and optional feat choice.
For four sessionsUse the written Might recovery. Notice meaningful choices, shared spotlight and turn length. Raise repeatable problems promptly.
After the trialTogether decide to keep, revise or stop. Level-4 play does not validate later abilities; review the level-6 and level-10 features when reached or test them separately.

A suggested level-4 starting hand for Chainbreaker

Three combat choices, including at least one at-will technique; automatic Roar; one separately learned exploration exertion. Optional feat choices remain yours.

Learned / automaticAt level 4What this contributes
Chosen · at-willDriving Blow · 0 MightAfter a hit, push 5 feet and follow using movement.
ChosenBehind Me · 1 Might + ReactionExchange places with an ally before an attack roll and take the attack.
ChosenTitan’s Challenge · 1 Might + Bonus Action; RageFailed saves make attacks against allies harder.
AutomaticPrimal Roar · 1 Might + Bonus Action; RageFrighten nearby enemies on failed Wisdom saves. No free daily use.
Separate exploration choiceTitanic Exertion · 1 Might + ActionDouble push/drag/lift limits for up to 1 minute; carrying stays unchanged.
Optional feat choiceTitanic Athlete; add Batter UpFeat grants Strength, jumps and a fourth combat choice. Batter Up costs 1 Might after a hit for damage, push and possible knockdown.
What to watch during the subclass trial · possible later adjustmentsOpen details

Keep the fantasy. Measure the pressure.

WatchRecordFirst adjustment if it dominates
SpellbreakerEligible casts, approaches stopped, saves failed, spells denied and Reactions forgoneTest cost 3 before adding a second failure roll or removing interruption
Titan's ChallengeTargets, rounds protected, attacks redirected and save-only countersTest one target before removing the protector identity
ExplorationWhat obstacle it solved, Might spent and who acted nextClarify the physical permission or duration that caused the problem
Rest scheduleEncounters and actual Short Rests; Might spent on each roleAgree recovery explicitly; do not quietly change it mid-session

These are possible trial adjustments, not simultaneous alternate rules. The printed cards are the proposed starting rules. Review after four sessions, or after a clearly repeatable problem. Include boss fights, several encounters between rests, and a rescue scene.

Later: move the agreed version into D&D Beyond

Once Chris approves the wording, map subclass features, learned options, uses and custom actions to the platform. Keep the same names, costs, DCs and descriptions. Do not promise automation for movement, interruption or custom recovery until those controls are verified. No live character changes are part of this local proposal.

A small playtest sheet you can save

Record: level and known techniques; encounters and rests; Might spent; enemies and allies affected; action choice; damage; control that changed the fight; time taken; another player’s standout moment.

Notes stay in this browser when local storage is available. Export a copy before sharing or changing browser.

This interactive edition contains the full proposal, ability rules, worked examples and animations. Use the group decision section to choose how we play.