Barbarian
Base Class: Barbarian

Some barbarians use their rage to call upon spirits others conjure lightning but you, unlock a power buried within you being, an extraordinary power from depths of space you use your rage to control the elements around you to unleash powerful strikes and destructive waves of energy against your foes. you may use this power to defend yourself and allies or empower them to fight at a higher quality but what you know for sure your power is only beginning.

 

Editors note 1: i have no idea how the modifiers tab works so i cant get it to function on dndbeyond

Editors note 2: i got the choices at level 3 working

Rage beyond the stars

While in rage you gain resistance to Fire, Cold and Force damage allowing you to deal with different climates of the world.

Any save DC should be calculated as 8 + proficiency bonus + your modifier of target ability.

for example if the ability is a Strength save the DC is 8 + prof bonus + your strength modifier

Super Aura

At 3rd level, when you choose this path you pick an Aura and gains its feature. (you only gain the benefits of the aura while raging)

Aura of Ego

You are granted a 10ft aura, while in this aura you and your allies gain a +2 to attacks rolls and damage rolls

This bonus increases by 2 at 9th level (+4 to Attack and Damage rolls) and 16th level (+6 to Attack and Damage rolls)

Aura of Instinct

You gain an 10ft Aura where you and your allies gain a +2 to AC.

This bonus increases by 1 at 9th level (+3 to AC) and 16th level (+4 to AC)

Raging Elemental Punch

At 6th level you gain the following benefits:

  • Your unarmed strikes deal 3d6 damage upon hit.
  • You may choose a damage type of Cold, Fire or Bludgeoning.

While raging as a bonus action (up to your proficiency bonus per long rest) you may:

  • on hit the target must make a strength saving throw or be forced the enemy back 10ft. If they hit another person or object they both take an additional 2d6 bludgeoning damage.

Elemental Control

 at 10th level your unarmed strikes are considered magical for the purposed of overcoming resistances

While raging as an action (does not stack with extra attack) you can do these attacks up to your proficiency bonus per long rest:

Beam - you fire a beam of blue energy that is 30ft long 5ft wide. each creature caught in the range must make a dexterity saving throw. a creature takes 4d10 Force damage or half on a success. 

Cone - You fire a yellow blast at close range. each creature in a 15ft cone must make a constitution saving throw. a creature takes 6d8 Force damage or half on a success.

Bolts - You Fire 7 bolts of energy. Make a unarmed attack roll against any target you can see within 120ft. On a hit, the target takes 1d6 Force damage

Elemental Efficiency

At 14th level during your rage you gain the following effects

  • A flight speed of 40ft.

 

  • Comet Crash

As an action you can preform a Comet Crash once per 1d4+1 days:

You channel your energy above your head creating a massive ball throwing at a point within 150ft creating a massive explosion. each creature within 30ft from the point chosen must make a Constitution save taking 10d10 force damage or half on a success. This damage increases by 2d10 per level gain past level 14

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2024 10:58:12 PM
23
4
1
Coming Soon
5/30/2024 11:08:40 PM
24
2
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes