The Worldbreaker is a warrior shaped by stone, storm, and relentless endurance. Where others rely on speed or finesse, a Worldbreaker relies on inevitability. Every step is planted like bedrock, every strike falls like an avalanche, and every roar carries the thunder of the peaks.
Crownspine tribes produce the greatest Worldbreakers. Raised among sheer cliffs and violent storms, they learn to treat gravity, wind, and stone as extensions of their own power. In battle they do not simply attack — they collapse the battlefield around their enemies.
Features
Level 3 — Avalanche Rage
While your Rage is active, you gain the following benefits:
Storm-Hardened
You have resistance to lightning damage.
Avalanche Charge
If you move at least 10 feet straight toward a creature before hitting it with a melee weapon attack on the same turn, the creature must succeed on a Strength saving throw or be knocked prone.
The save DC equals:
8 + your Strength modifier + your Proficiency Bonus
A creature no more than one size larger than you can be knocked prone this way.
You can use this feature once on each of your turns.
Level 6 — Stonefoot Stance
While your Rage is active:
Unyielding Stance
You have advantage on ability checks and saving throws made to resist being shoved, knocked prone, or forcibly moved.
Immovable Advance
If an effect would push or pull you, you can use your Reaction to reduce the distance moved to 0 feet.
You can use this reaction a number of times equal to your Proficiency Bonus per Long Rest.
Level 10 — Thunderstrike
While raging, the power of the mountains echoes through your blows.
Once on each of your turns, when you hit a creature with a melee weapon that has the Heavy property, the attack deals extra Thunder damage equal to your Rage Damage bonus.
If the creature is prone, the thunder damage instead equals twice your Rage Damage bonus.
Level 14 — Crownspine Cataclysm
When you strike the earth with unstoppable force, the battlefield collapses around you.
While raging, when you hit a creature with a melee weapon attack, you can unleash a seismic shockwave.
Each creature of your choice within 15 feet of you must make a Strength saving throw against your Avalanche Rage DC.
On a failed save, a creature:
takes 2d10 Thunder damage, and
is knocked prone
On a successful save, the creature takes half damage and is not knocked prone.
Once you use this feature, you cannot use it again until you start a new Rage.