Barbarian
Base Class: Barbarian

Level 3 – Stellar Rage

When you enter your Rage, stellar fire erupts from your body.

While raging:

  • You emit bright light for 20 feet and dim light for another 20 feet.
  • Your weapon attacks deal an extra 1d4 radiant damage once on each of your turns.
  • Hostile creatures that start their turn within 10 feet of you take radiant damage equal to your Rage Damage bonus + your Constitution modifier (minimum 2).

Level 6 – Blinding Flare

Your body erupts with the brilliance of a newborn sun.

When a creature within 5 feet of you hits you with a melee attack, you may use your Reaction to unleash a stellar flare.

Every hostile creature of your choice within 20 feet must make a Constitution saving throw.

Save DC = 8 + your Proficiency Bonus + your Constitution modifier

On a failure:

  • The creature is Blinded until the end of its next turn.

On a success:

  • The creature is immune to this feature until the start of your next turn.

You may use this feature a number of times equal to your Constitution modifier (minimum once), regaining all uses after a long rest.

Barbarian Level

Aura Damage

3rd

Rage Damage + Con

10th

2d6 Radiant

17th

4d6 Radiant  

Level 10 – Gravity Well

Your burning soul bends reality itself.

While raging, as a Bonus Action, every creature of your choice within 15 feet must make a Strength saving throw.

On a failed save, a creature is pulled up to 15 feet directly toward you.

A creature that ends this movement within your Stellar Rage aura immediately takes its radiant damage.

You can use this feature once per turn.

 

Level 14 – Supernova

The fate of every star is the same.

When your Rage ends, or when you are reduced to 0 hit points, you may choose to detonate.

Every hostile creature of your choice within 30 feet must make a Dexterity saving throw.

Save DC = 8 + your Proficiency Bonus + your Constitution modifier

A creature takes:

  • 6d6 Fire Damage
  • 6d6 Radiant Damage

on a failed save, or half as much on a success.

After detonating:

  • Your Rage immediately ends.
  • You gain one level of Exhaustion.
  • If you detonated because your Rage ended (rather than dropping to 0 HP), you take force damage equal to your Barbarian level that ignores resistance and immunity.

Once you use this feature, you can’t use it again until you finish a Long Rest.

 

Path of the Star-Forged Features

Walking Star

You don’t wield a weapon.

You are the weapon.

Enemies that remain close to you are burned by stellar radiation before your axe ever reaches them.

Living Gravity

Your enemies cannot escape.

By the time they realize the danger, the gravity of your stellar core has already dragged them into your blazing aura.

Dying Star

Every star eventually burns itself out.

When your final moment comes, you refuse to die quietly.

You become the brightest thing on the battlefield—for one last instant.

 

Balance Notes

This version is intended to be comparable to official Barbarian subclasses:

  • 3rd level: Consistent radiant aura and extra weapon damage without overshadowing Zealot or Giant.
  • 6th level: Strong defensive reaction with limited uses.
  • 10th level: Battlefield control similar in strength to World Tree Barbarian.
  • 14th level: A devastating once-per-long-rest explosion that’s cinematic but balanced by ending your Rage and causing exhaustion.

 

This damage increases as you gain Barbarian levels

 

Level 3: Stellar Rage

 

While raging:

  • You emit bright light for 20 feet and dim light for another 20 feet.
  • Your weapon attacks deal an extra 1d4 radiant damage once on each of your turns.
  • Hostile creatures that start their turn within 10 feet of you take radiant damage equal to your Rage Damage bonus + your Constitution modifier (minimum 2).

 

Level 14: Purifier of the first star

You gain the following benefits:

Eternal Stellar Core

While raging:

  • You are immune to fire and radiant damage.
  • You emit bright light in a 60-foot radius and dim light for another 60 feet.
  • Your Stellar Rage aura increases to 20 feet.

Cosmic Purification

At the start of each of your turns while raging, hostile creatures in your Stellar Rage aura take 6d6 radiant damage. This damage ignores resistance to radiant damage, though immunity still applies.

Judgment of the First Star

Once per long rest, while raging, you can use your action to unleash the full power of your stellar core.

Every hostile creature of your choice within 60 feet must make a Constitution saving throw.

Save DC = 8 + your proficiency bonus + your Constitution modifier

On a failed save, a creature:

  • Takes 12d6 radiant damage and 12d6 fire damage.
  • Is blinded until the end of your next turn.
  • Has its speed reduced to 0 until the start of your next turn.

On a successful save, it takes half damage and suffers no other effects.

After using this feature:

  • Your Rage immediately ends.
  • You gain one level of exhaustion.
  • You can’t use this feature again until you finish a long rest.

 

Blinding Flare

When a creature within 5 feet of you hits you with a melee attack, you may use your Reaction to unleash a stellar flare.

Every hostile creature of your choice within 20 feet must make a constitution saving throw.

Save DC = 8 + your Proficiency Bonus + your Constitution modifier

Supernova

When your Rage ends, or when you are reduced to 0 hit points, you may choose to detonate.

Every hostile creature of your choice within 30 feet must make a Dexterity saving throw.

Save DC = 8 + your Proficiency Bonus + your Constitution modifier

A creature takes:

  • 6d6 Fire Damage
  • 6d6 Radiant Damage

on a failed save, or half as much on a success.

After detonating:

  • Your Rage immediately ends.
  • You gain one level of Exhaustion.
  • If you detonated because your Rage ended (rather than dropping to 0 HP), you take force damage equal to your Barbarian level that ignores resistance and immunity.

Once you use this feature, you can’t use it again until you finish a Long Rest.

 

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