Base Class: Barbarian
Some barbarians have learned to use their immense might to quake the ground and cover vast distances with a leap. Those that follow this path tend to have thicker leg muscles than most, having spent a significant amount of time training their body in the art of jumping. Raging allows enough blood to bump through them to fully utilize this training.
Those that master this path have been compared to meteors with the impact they create with each terrifying bound. Their take offs create small earthquakes and their landings send ripples felt hundreds of feet beneath the earth.
Mighty Leaper
Starting at 3rd level, your intensive training has allowed you to greatly improve your jumping capabilities, not only increasing the distance you cover but also allowing you to weaponize your leaps. Your training also includes barrelling through whatever enters your path.
You deal double damage to objects and structures, and the distance you can cover with a long or high jump (both standing and running) is multiplied by three. You cannot jump further than your normal movement would allow.
In addition, while raging you can use a bonus action to cause a small tremor in the ground when you jump. Each creature within 10 feet of the space you just left or land on (your choice) must make a strength saving throw (DC 8+your proficiency bonus+your strength modifier) or else be knocked prone. The radius of this tremor increases to 15 feet at 6th level, 20 feet at 10th level and 30 feet at 14th level.
Controlled Landing
At 6th level, you have learned to control the way you land, allowing you to not only avoid hurting yourself but also avoid harming friends.
Whenever you fall, you can minus half your walking speed from the distance you fell for the purposes of falling damage. In addition, when you create a tremor you can choose any number of creatures in the area who are unaffected by the ability.
Comet Crash
At 10th level, you have learned to capitalize on that moment of uncertain surprise that arises when you force a creature to its knees.
Whenever you cause a creature to become prone, the next time you hit a creature you have knocked prone with an attack on that same turn, that attack automatically becomes a critical hit. In addition, whenever you hit a creature that is flying, it must make a strength saving throw (DC 8+ your proficiency bonus+ your strength modifier) or be knocked prone.
Meteor Impact
Once you reach 14th level, you are so adept at jumping that now you have learned how to maximize your impact on a landing.
The area of any tremor you create becomes 30 feet instead of 10. Addtionally, Whenever you land after making a jump of 20 feet or greater, you can choose to create a tremor without using a bonus action. Lastly, whenever you create a tremor in this way each affected creature takes 4d12 bludgeoning damage if they fail the saving throw against being knocked prone, or half that if they succeed. A creature can take this damage only once per turn. Objects or structures in this area also take the damage, which is doubled by Mighty Leaper.
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