Barbarian
Base Class: Barbarian

Helmed Horror inspired subclass for the Veluin Campaign

Aura of Force

Starting at 3rd level, you emanate a magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. You create intense pressure and decide whether the pressure pulls or pushes creatures and objects. Each creature in your aura must make a Constitution saving throw. A creature takes 1d4 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 5 feet toward you or pushed 5 feet away from you, depending on the choice you made for this use of the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 5 feet.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Helmed Horror

You gain a 10 ft. aura effect when you start your rage and as a bonus action on each of your turns. Each creature in your aura must make a Constitution saving throw. A creature takes 1d4 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 5 feet toward you or pushed 5 feet away from you, depending on the choice you made for this use of the effect.

 

The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.

Armored Construct

At 3rd level, you become capable of wearing all types of armor while raging. You gain proficiency in heavy armor and can rage whilst wearing heavy armor.

Helmed Resilience

At 6th level, your magic grants you benefits even when your aura isn’t active. You now have resistance to force and necrotic damage. You can also use your action to force a creature within 30 feet of you to succeed on a Strength saving throw or be pulled up to 30 feet closer to you.

 

Magic Defense

At 10th level, you learn to temporarily defend yourself against magic. While raging you can use your reaction to gain advantage on saving throws against a spell or magical effects.

Spell Immunity

At 14th level, the power of the storm you channel grows mightier, protecting you from the effects of three magical spells. You are now immuned to the spells burning hands, heat metal, and fireball.

Previous Versions

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4/18/2021 5:57:27 PM
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