Base Class: Barbarian
A big thank you to IAmSposta for all help and ideas concerning this
Many look upon the sky for guidance while there are the very few who draw upon what lies beyond. These few have become suffused with the essence and magic of the Astral Plane, a place that lies between planes and has been the long, ever winding road that stretched far beyond them. The barbarians who have been touched by the Astral Plane, have been touched by the graveyard of the gods themselves. A place where stars rage, magic chaotically swirls and where natural law is obscure. Their rage swirls with the power of the cosmos as they charge forth to shatter reality.
Cosmic Arm
Starting at 3rd level, you are able to draw upon from the emptiness of the Astral Sea, causing one or both of your arms to gain the appearance of a swirling nebula, dotted stars or whichever appearance you wish.
Whenever you enter a Rage you can attempt to Shove a creature within reach as part of the same bonus action.
In addition, while raging you can attempt to Shove a creature as a bonus action on each of your turns.
Astral Tackles
This power is represented by your Astral Tackle dice, which are each a d4. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Astral Tackle dice to fuel various Astral Tackles, which are detailed below. You cannot use an Astral when your dice are all expended. When you reach 6th level in this class, the size of your Astral Tackle dice increases to d6 and upon reaching 14th level the dice increase to d8.
Some of your Astral Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles that are listed under "Astral Tackle Options" use your Astral dice. You learn two Astral Tackles of your choice. You gain additional Astral Tackles of your choice when you reach certain levels in this class: You gain two additional Astral Tackles at 6th level and an additional one at 10th level.
Planar Immovability
You are in control of your destination, even if extraplanar forces would attempt to extradite you. You have advantage on Strength checks and saving throws. While you are raging, you have advantage on all ability checks and saving throws to avoid or resist being forcibly moved or teleported against your will.
Shatter The Boundary
Whenever you could make a Shove attempt or break an object, you can instead make a Strength (Athletics) check against a nonmagical object or section of structure that is no more than one size larger than you and within your reach. The check is made against a DC equal to the object's AC as described in chapter 8 of the Dungeon Master’s Guide. On a success you break through the object or section of a structure.
While you are raging, as an action you can make a Strength (Athletics) check against a magical barrier created as a spell effect, or an object or entryway under the effect of the arcane lock spell. The DC for the check is 10 + twice the level of the spell, on a success, the spell ends. Once you successfully use this ability you cannot use it again until the next time you enter a Rage.
Impel Soul
While raging, when you hit a creature with a Shove , you can use this feature to forcibly throw the target's soul into the Astral Plane. The target suffers rolls of your tackle die equal to half of your level as force damage and during this time, the creature's body is left behind and is considered incapacitated.
This effect ends at the end of your next turn as the creature's soul returns to its body. Constructs and non-sentient undead are immune to this effect as they do not have souls.
Once you use this feature, you can't use it again until you finish a long rest.
Astral Tackle Options
The Astral Tackles are presented by alphabetical order.
Almighty Push (Level 3)
By expending an Astral die, you are able to shove all creatures within a 15' cone originating from you. Additionally, upon success you deal damage equal to a roll of an Astral die as force damage.
Astral Export (Level 6)
Whenever you successfully Shove a creature, you can spend an Astral die and temporarily push that creature through the veil of the multiverse. Roll the spent Astral die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Astral Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Colossal Fling (Level 6)
Whenever you could make a shove attempt, you can spend an Astral die to shove a creature up to two sizes larger than you. Roll the Astral die and add the result to your Strength (Athletics) check.
Crippling Force (Level 3)
Whenever you Shove a creature, you can spend an Astral die in attempt to snap their bones, sundering their ability to harm. The creature must make a Constitution saving throw or have disadvantage on all Strength based checks, attacks, and saving throws until the end of their next turn and take one roll of your Astral die as force damage.
Impact Event (Level 10)
Whenever you successfully Shove a creature prone using your action, you can spend a Tackle die to apply an excessive amount of force into the act, driving the creature into the ground. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around of the target. The target and each creature other than you within 10 feet must make a Strength saving throw against your Astral Tackle save DC. The target takes 4 Astral dice of bludgeoning damage and is stunned until the end of your next turn on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 2 Astral dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Propel Enemy (Level 3)
Whenever you successfully Shove a creature back you can spend an Astral die to throw the creature with enough force to do damage to it and anything it collides with. You throw the target in a straight line up to a number of feet equal to your Strength modifier × 5 in a horizontal direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes that creature and stops moving. When the target strikes something, it and what it strikes each take an amount of bludgeoning damage equal to 2 rolls of your Astral dice.
Rend Air (Level 6)
As an action, you may spend an Astral die in attempt to weaponize the air against an enemy. Choose a creature within a number of feet equal to your Strength Modifier x 5 in any direction, you may attempt to Shove them. On success, the target takes damage equal to a roll of your Astral die + your Strength modifier.
Shooting Star (Level 10)
As an action you can spend an Astral die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Astral Tackle save DC. A creature takes 4 Astral dice as force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Astral Tackle save DC. A creature takes 2 Astral dice as force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Undo Initiative (Level 3)
Whenever you Shove a creature, you can spend an Astral die. The target must make a Charisma saving throw against your Astral Tackle DC. Upon failure, the target loses its place in the initiative equal to one roll of your Astral die + your proficiency modifier until the end of the next round.
If this amount would ever be reduce their initiative below 0, they are considered Restrained by time until the end of their next turn. A creature affected by this is unable to gain a second turn in a round.
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