Base Class: Barbarian
The Path of Tremors finds its origins in the Dwarven clans deep in the darkest and most dangerous caves. These gem miners gave into their feral nature down in those tunnels and took on aspects of the hardened environment around them in order to survive. Over centuries, this barbarian tradition made its way to the surface, and spread across the world.
Quaking Anger
Starting when you choose this path at 3rd level, your rage sends violent pulses into the ground, rumbling like your racing heartbeat. Whenever you begin your rage, you produce an area of difficult terrain in a 20 foot radius centered around you.
This area of difficult terrain lasts for 10 minutes. While you are standing in difficult terrain, your attacks deal an additional 1d4 bludgeoning damage. You can move across difficult terrain made of broken earth or stone without expending extra movement.
Seismic
Also at 3rd level, you have a deep connection to the vibrations below your feet.
You have 15 feet of tremorsense and whenever you take the Dash action, you gain a burrowing speed equal to your walking speed until the start of your next turn.
Tectonic Shift
Starting at 6th level, your heavy blows can crack the earth around you, sending jagged stones into your foes. Once per turn, you may replace one of your attacks and in its place cast earth tremor. You may cast this spell this way even while raging.
The spell's DC is 8 + your Strength modifier + your Proficiency bonus, you cast it at 1st level, and you cast it without expending a spell slot (if you have them) or requiring any components. If the target area of the spell is difficult terrain, effected creatures are dealt an additional 1d6 damage.
Fractured Edge
At 10th level, the broken ground you create as a result of your rage is shattered and full of razor sharp stones. Whenever a creature moves through difficult terrain and they are within 30 feet of you, you may have that creature take 1d4 slashing damage for every 5 feet they moved.
Magnitude 10
Beginning at 14th level, the violent power of your rage smashes the earth apart. The ground roils below you in devastating ripples. Once per long rest, when you rage, you may create a monstrous earthquake in a 30 foot radius centered on you, and this area follows you and lasts the duration of your rage.
Whenever a creature enters the area of your quake for the first time in a turn or starts their turn there, you may have them make a Dexterity saving throw (DC = 8 + your Strength modifier + your Proficiency bonus) taking 3d12 bludgeoning damage on a failure and half on a success. At the start of each of your turns, any structures within the area of your quake take 8d8 bludgeoning damage.
Previous Versions
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6/19/2023 12:32:11 PM
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