Barbarian
Base Class: Barbarian

Gravity Based Barbarian

Gravitational Pull

Starting when you choose this path at 3rd level, you imbue your strikes with the forces of gravity. While you’re raging, when you hit a creature with a melee attack, you may move the creature 5ft in any direction of your choosing. Should the target make contact with a wall or ceiling, they take 1d4 force damage.

Double Jump

At 3rd level, you begin to reduce the effects of gravity around you. Your jump distances are doubled and if you would be mid jump when your remaining movement runs out, you may carry through with them jump, ending your movement for the turn where you land.

You also reduce the amount of damage you take from falling by inverting gravity where you would land. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your Barbarian level.

Forceful Strikes

Starting at 6th level, your rage imbues your strikes with increased force. While you're raging, you deal an extra 1d6 force damage to the target whenever you hit it with a melee attack.

Event Horizon

At 10th level, you learn to channel the incredible, destructive force of gravity into a well of distortion. While raging, as an action you can dash forward 30ft. Any large or smaller creatures caught in your path must succeed a Dexterity saving throw (DC {{savedc:str}}) or take 3d10 force damage, be knocked back 10ft and fall prone. At the end of the dash, all creatures within 15ft of you must succeed a Dexterity saving throw (DC {{savedc:str}}) or be pulled 10ft towards you and take 2d10 force damage. On a success, targets take half damage and are not moved. Taking this action prolongs your rage until the end of your next turn.

 

Mass Effect

Beginning at 14th level, as an action, you alter gravity around up to six creatures of your choice in a 20ft radius centred on you. Each target must succeed on a Strength saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Strength saving throw at the end of its turn. On a successful save, the effect ends for it.

 

Comments

Posts Quoted:
Reply
Clear All Quotes