Base Class: Barbarian
The Astral Warrior is a barbarian who draws upon the celestial forces of the cosmos to fuel their rage. They form a connection with the vastness of the universe, channeling its power to enhance their physical abilities and unleash celestial energy upon their enemies. While in a state of rage, the Astral Berserker gains a celestial aura that heightens their senses and grants them astral abilities. They can manipulate the fabric of reality, altering gravity, bending fate, and harnessing the energies of the stars to deal radiant damage. The Astral Berserker becomes a beacon of celestial might, able to withstand the darkest of foes and rain down cosmic wrath upon their enemies.
Astral Resonance
Starting at 3rd level, you gain an astral aura while raging. The aura extends 10 feet from you, shedding dim light. You and friendly creatures within the aura gain advantage on Dexterity saving throws and have their movement speed increased by 10 feet.
Cosmic Surge
Starting at 3rd level, while raging, you can tap into the cosmic energies and channel them into your attacks. Whenever you hit a creature with a melee weapon attack, you can choose to deal an additional 1d6 radiant or necrotic damage. The damage type is chosen at the time of the attack.
Celestial Grasp
Starting at 6th level, you can bend the gravitational forces around you. As an action, you can choose a creature within 30 feet of you and force them to make a Strength saving throw. On a failed save, the target is pulled 10 feet towards you, and their movement speed is reduced to 0 until the start of your next turn.
Astral Resilience
Starting at 10th level, you gain resistance to radiant and necrotic damage while raging. Additionally, you have advantage on saving throws against being charmed or frightened.
Stellar Wrath
Starting at 14th level, your connection to the celestial powers reaches its peak. Once during your rage, as an action, you can call upon the full might of the cosmos. Choose a point you can see within 60 feet. Brilliant rays of light or tendrils of darkness burst forth, striking all creatures within a 10-foot radius of that point. Each creature must make a Dexterity saving throw, (DC 14), taking 4d10 radiant or necrotic damage on a failed save, or half as much on a successful one. After using this feature, you must finish a long rest before you can use it again.
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