Barbarian
Base Class: Barbarian

You have learnt your way around your weapon, and have become a Master of Spinjutzu. You can perform daring feats of power, such as bending the elements by spinning violently, or create things anew when your power is combined with other Masters of Spinjutzu.

Spinjutzu

Following the Path of Spinjutzu, your Rage has instead become Spinjutzu. You cannot attack or cast spells in this form.

As a bonus action, you can enter your Spinjutzu Form, which replaces your ability to Rage. In your Spinjitzu Form, you become a whirling tornado of energy. You cannot attack in this form. Instead, your attack actions become the dash action.  When you come within 5ft of a target, the enemy takes 1d12 of force damage. The target then must make a Strength saving throw,  with a DC of 8 +proficiency bonus+ Strength Modifier. On a fail, the target is pulled into the tornado, and takes 1d12 force damage, and is then expelled 15 feet in any direction on it's next turn. On a success, the target gets pushed backwards 10 feet. In your Spinjutzu form, you have advantage on Strength and Dexterity saving throws, and your target has Disadvantage on attacks against you.

If you are holding a weapon in this form, you can add the weapon's damage to the damage of the tornado.

Your Spinjutzu length scales with your Rage length as you level up.

Elemental Spinjitzu

Choose between Ice, Fire Earth and Lightning energy to charge your Spinjitzu. Your Spinjitzu damage is modified by the Element chosen. Charisma is your Spellcasting-Modifier

Ice:
You learn the Ice Storm spell, and can cast it once per Spinjitzu. Your Spinjitzu now does 1d12 Cold Damage

Fire:
You learn the Fireball spell, and can cast it once per Spinjutzu. Your Spinjitzu now does 1d12 Fire Damage

Lightning:
You learn the Lightning Bolt spell, and can cast it once per Spinjitzu. Your Spinjitzu now does 1d12 Lightning Damage

Earth:
You learn the Erupting Earth spell, and can cast it once per Spinjitzu. Your Spinjitzu now does 1d12 Bludgeoning Damage

Spinjitzu Slam

As an action, fly 20 feet into the air. You can travel 50 feet in any direction, and then slam down attacking everything in a 20 foot radius, dealing 5d6 of either Cold, Fire, Lightning or Bludgeoning Damage. Hit opponents must make a Strength saving throw, with a DC of 10 + your Strength Modifier + 3. On a success, the target takes half damage, but on a fail, the target takes full damage and is thrown back 30 feet. If the target hits a wall, take an extra 1d10 of Bludgeoning damage, but if a destructible object is hit, take an extra 1d6 of Bludgeoning Damage.

Tornado of Creation

 When combined with three other Masters of Spinjitzu, all wielding at least 1 Rare Magic Item each, the users have the ability to make 1 Magic Item each, of any rarity as an action, through the formation of the Tornado of Creation. The Tornado itself is 50 Feet Tall, and 20 Feet Wide. Anyone caught inside the Tornado takes 20d6 Radiant Damage. The Target must make a Dexterity Saving Throw. On a Success, the Target takes half the amount of Damage. On a Fail, the Target takes another 6d6 Radiant Damage and loses all of it's Magic Items, which fall to the ground. 

This ability can only be used once per long-rest, and the users take a point of exhaustion after use.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2021 12:43:08 AM
29
6
1.1
Coming Soon

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