Path of the Labors

Kratheon is remembered in Estaklian myth as the man who wrestled the gods’ challenges into submission. Born with the strength to lift boulders as a child and the stubbornness to face down monsters others fled, his life became a chain of impossible trials. When his deeds caught the attention of the divine, he was set to undertake a series of great labors — tasks meant to humble him, but which instead became the proving ground of his legend. He slew beasts that could not be pierced by mortal steel, tamed rivers by shifting their very courses, and wrestled creatures of the underworld into submission. When the final task was done, Kratheon ascended as a hero-god, his name now invoked by all who seek to test the limits of mortal flesh and will.   To follow the Path of the Labors is to embrace Kratheon’s creed: that no obstacle is too great if met with strength, courage, and the will to endure. Barbarians who walk this path often seek out challenges that others deem hopeless — a lone duel against a charging war elephant, the capture of a beast terrorizing an island village, the retrieval of an artifact from a monster’s lair without aid. They measure their worth not in gold or titles, but in the scars and victories won against the impossible.   These warriors are shaped by both triumph and failure. Kratheon himself was not without flaws; his temper was as quick as his hands were strong, and his mistakes are told in the same breath as his victories. Followers of his path learn that true might is not only about striking down enemies, but about lifting burdens others cannot bear — whether that means holding a collapsing gate long enough for innocents to escape or dragging a wounded comrade through a battlefield. In Estaklian culture, such acts are considered “labors” no less than slaying monsters.   Some who take this path are devotees of Kratheon’s shrines, treating their martial training as a form of worship. Others may have never seen a temple, but live by his example nonetheless — adventurers whose instincts are to stand their ground, to grab the threat by the throat, and to end the danger with their own two hands. Their rage is not blind fury but the focus of a mind locked on the challenge before them, unwilling to yield until the task is done.

Laborous Exploits

3rd-Level Barbarian (Path of the Labors) Feature   You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.  
Barbarian LevelExploit
3rdFeat of Strength, Mighty Leap
5thGreater Hurl, Thunderous Blow
9thMythic Athleticism

Strength of Kratheon

3rd-level Barbarian (Path of the Labors) Feature   Your training and devotion to Kratheon grant you physical power beyond the limits of ordinary mortals. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the size of creatures you can effectively grapple. Additionally, you have advantage on Strength (Athletics) checks made to initiate or maintain a grapple, shove, or break free from restraints.

Feat of the Labors

3rd-level Barbarian (Path of the Labors) Feature   You can channel the legendary strength of Kratheon to perform one of his famed labors in miniature. When you take the Attack action on your turn, you can replace one of your attacks with one of the following special actions:
  • Beast-Wrestler: You attempt to Grapple an Animal Creature Type, Magical Beast Creature Type, or Monstrous Humanoid Creature Type of up to one size larger than you can normally Grapple. If the creature is larger than you can normally Grapple, you can only move it until the end of your turn. If you are already Grappling a creature, you instead attempt a Strength (Athletics) check against the creature's AC. On a success, you deal Bludgeoning damage equal to a roll of your Exploit die + your Strength modifier. Unlike normal for skill checks, if you roll a number with which you are eligible to score a critical hit on an attack roll, this damage is treated as though you scored a critical hit.
  • Boulder-Hurl: You can pick up and throw a heavy object weighing up to your Push, Drag, or Lift weight at a point you can see within 30 feet. Creatures within 5 feet of that point must make a Dexterity saving throw against your Exploit Save DC. On a failure, each creature takes damage equal to a roll of your Exploit die per 100 pounds of the object and is knocked Prone. The object shatters if it is fragile, or is embedded deeply enough that it cannot be used again for this feature once it is thrown.
  • Gate-Lifter: You hold a door, portcullis, or similar barrier open through raw force. While doing so, nothing can close the object unless it succeeds against you on a contested Strength (Athletics) check. You can hold the barrier for up to 1 minute, and cannot use your hands for anything else while doing so.

Unyielding Endurance

6th-level Barbarian (Path of the Labors) Feature   When you start your turn while Bloodied, you gain temporary hit points equal to twice your Constitution modifier. These temporary hit points last for up to 1 minute.

Mighty Conqueror

10th-Level Barbarian (Path of the Labors) Feature   Your strength allows you to overpower even the most massive foes. You now count as two sizes larger when determining the size of creatures you can effectively Grapple. In addition, your critical hit range increases by 1 against creature you are Grappling.

Legendary Labor

14th-Level Barbarian (Path of the Labors) Feature   You can perform a feat worthy of Kratheon’s legend. As an action, choose one of the following effects:
  • Slay the Unslayable: For 1 minute, all Bludgeoning, Piercing, and Slashing damage you do ignores resistance and immunity.
  • Monster's Doom: Make a single melee weapon attack against a creature. On a hit, the target must make a Strength saving throw against your Exploit save DC. On a failure, the creature additional damage equal to six rolls of your Exploit Die and is knocked Prone and Stunned until the start of your next turn. On a success, a creature only takes additional damage equal to four rolls of your Exploit Die.
  • Skybearer's Endurance: For 1 minute, you are immune to Bludgeoning, Piercing, and Slashing damage, and the following conditions: Bleeding, Burning, Charmed, Confused, Dazed, Exhaustion, Fixated, Frightened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend three Exploit Dice to use it again.