Base Class: Barbarian
God damn the sun.
Astral Flame
At 3rd level, when you take this path, you are granted a blessing from the Engine that which the full power of is far beyond your capacity to wield. In spite of this, you have no intention of holding back, especially when consumed by your rage. You count as Engine-Blessed for all features requiring such at all times, and you emit bright light that is not snuffed out even by magical darkness in a radius 10 feet around you, with dim light for 10 feet beyond that.
While Raging, you unleash this blessing in its primal form- your body burning up at the start of each of your turns for 10% of your maximum hit points in Radiant damage, which cannot be mitigated in any way, and damages your real hit points through THP unless that THP is from Not Over ‘Till It’s Over. This damage counts for extending your Rage timer while you are below half health. While burning, you gain the following effects:
- Your attacks deal an additional dice of your weapon’s base damage dice as Radiant damage, which is treated as a normal damage dice for crits and increased by Brutal Critical. It becomes 2 additional dice against anything of the Void creature type.
- Reducing a creature to 0 hit points in combat heals you for 1d12 + your Constitution modifier hit points.
- When hit with an attack dealing damage equal to or greater than half of your maximum health, you can roll a Strength saving throw against the attack’s to-hit roll- if it exceeds it, you parry the attack reducing its damage by half and can make an attack of opportunity against the attacker as a reaction.
Shooting Star
Also at 3rd level, you gain the ability to charge while raging- crashing like a shooting star through enemy lines. As a bonus action, you can charge a distance equal to your walking speed in a straight line- smashing into any enemies along your path. Enemies in the path must make a Strength saving throw with a DC of 8 + your Strength modifier + your Proficiency Bonus or be Stunned until the end of your next turn and take 1d8 Radiant damage.
You can use this ability a number of times equal to half your proficiency bonus per rage, and a total number of times equal to your proficiency bonus per long rest.
Cosmic Fury
At 6th level, your fury now echoes across the cosmic plane- your presence becoming something one cannot easily ignore. While raging, by burning away 10% of your max hit points as an action on your turn, you can beat your chest and chant in an ancient, primal tongue- emitting an aura of pressure in a 30 ft radius around yourself. All creatures in this aura must make a DC of 8 + your Strength modifier + your Proficiency Bonus Strength saving throw or be forced prone and have their speed reduced to 0 until the end of their next turn, and they cannot take reactions until they stand back up. Creatures that pass the saving throw instead have their speed halved. A creature affected by this can not be affected by it again for 3 rounds after the effect ends.
You can use this ability a number of times equal to half your proficiency bonus per rage, and a total number of times equal to your proficiency bonus per long rest.
Not Over 'Till It's Over
Starting at the 10th level, the fire of your will to survive burns brighter than the blessing burns your body. When you are reduced to 0 hit points while raging, you gain temporary hit points equal to half of your maximum hit points for 3 rounds and you are not knocked unconscious. You still make death saves as normal, but as long as you still have at least 1 THP from this ability, you will not die even if you fail all three. If you are healed above 0 hp before the effect ends, you will not die and continue fighting on.
The damage from Astral Flame damages the THP granted by this ability first, instead of your real hit points.
This effect can only be used once per rage.
God Damn The Sun
At the 14th level, you have tamed the fire burning in your soul, its flames now only fueling your own blazing will to fight on. While you are raging, you gain the following bonus effects:
- You are always under the effects of the Freedom of Movement spell.
- When struck by an attack that would reduce you to 0 hit points, you can rebuke it, instead falling to 1 hit point and empowering your next attack to deal half the damage of the rebuked attack as bonus Radiant damage. You cannot use this ability on the same attack that you use the third ability of Astral Flame on. You can only do this once per long rest.
- If you die, but your body remains intact and you retain the will to live, your body will be restored to life after 1d6 days. You return to life at 1 hit point, and will have maximum exhaustion levels (if you gain another exhaustion point in this state, you will immediately die), which can only be cured via resting.
Additionally, you can use Astral Sacrifice. As an action, you erupt into a supernova of power, depleting your hit points to 0 and dealing an amount of damage equaling half the amount of self damage this ability dealt to any creatures within a 10 foot radius as Radiant damage, and the full amount against any creature you have grappled or restrained. You die after using this ability, and your body is too damaged to be revived via the third ability of God Damn The Sun or Revivify, requiring revival magic of a stronger kind.
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