Base Class: Barbarian
Astral Beserkers are Vangaurds on the battle field, being one of a few barbarians capable of casting magic while raging. These Berserkers still harness the power of thier rage but, have learned to focus it to a fine point. Opting to supress the rage till the right moment and explode on thier enemy, crippling thier defences. These Berserkers are one with the Astral Energy that thier ancestors have granted them and fill themselves full of pride and honor before and after a battle concludes
Astral Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. When rage starts. All targets in your aura must make a con save or take 1D20 + Str. Any enemy who ends thier turn in your aura takes 1D4+ Str
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Astral Shock
The Rage of a berserker is felt apon the battle field itself. While raging, the ground is charged with the chosen element of the berserkers soul. dealing 1D4+ Str to all who end thier turn.
Etherial Blast
When Astral Berserkers unleash thier rage. An explosion of the Berserkers chosen element erupts from thier body. damaing any poor fool who should be standing too close.
Astral Tactics
Astral Beserkers can harness acient magic, even while raging. At the 6th level, Berserkers gain access to the following skills:
Astral Chain: As an action, Etherial Chains fire from your hands up to 20ft. The chains can grab items, objects, and other creatures. If another creature is target. creature may make a Dex or Str save to avoid the chains. once grabbed. The berserker may use a bonus action to pull the target to them ( or 5ft in front ) the target is not restrained when under the effect of the chains.
Astral Tower: As an action/ reaction, The Astral Berserker erects a tower shield and locks it in place. this grants the user and ALL friendly fighters Beside and Behind the shield +5 AC. After using the shield, the Berserkers Movement speed drops to 0 till the end of thier next turn.
Astral Bolt: As an action, The Astral Warrior calls down a bolt of divine judgement to smite thier enemy and locking them in place ( Must have clear line of site to the sky ). Range is line of site and a Con save ( 8+Prof+Wis) or be stunned till end of thier next turn. ( Note: creature classified as large or higher are immune to the effect )
Astral Cry: As an action, The berserker may begin chanting a mighty war cry, bolstering his allies around him. all Allies within his Aura receive advantage on all attacks till the end of thier next turn.
Astral Shield
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from non magic attacks
Astral Storm
The Astral Warrior is the Vangaurd of the war zone. By signling to the heavens to throw open its gate, the chosen area will be bombarded by lightning strikes sent from the mightiest warriors above. See "Meteor Swarm" for more info
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