Here are a few ideas I had, another 1-3 Tackles like this and you would be good:
Arcane Tackles
3rd-level Path of Sportsball feature
Blahblah blah, something something power. This power is represented by your Arcane Tackle dice, which are each a d6. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Arcane Tackle dice to fuel various Arcane Tackles, which are detailed below. You cannot use an Arcane Tackle when your dice are all expended. When you reach 10th level in this class, the size of your Arcane Tackle dice increases to d8.
Some of your Arcane Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles below use your Arcane Tackle dice. You learn two Arcane Tackles of your choice. You gain an additional Arcane Tackle of your choice when you reach certain levels in this class: 6th, 10th, and 14th level.
Banishing Tackle. Whenever you successfully Shove a creature, you can spend an Arcane Tackle die and temporarily push that creature through the veil of the multiverse. Roll the spent Arcane Tackle die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Arcane Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Blitz. As an action you can spend an Arcane Tackle die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 8 Arcane Tackle dice force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 4 Arcane Tackle dice force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Holy/Unholy Tackle. Whenever you Shove a creature you can spend an Arcane Tackle die. When you do, and at the start of each of its turns the creature takes an amount of damage equal to a roll of an Arcane Tackle die. This effect lasts for a number of rounds equal to half your barbarian level (rounded down). The damage is radiant if you are good or neutral, or necrotic if you are evil.
Slam Tackle. Whenever you successfully Shove a creature prone you can spend an Arcane Tackle due to apply an excessive amount of force into the act. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around as the target. The Target and each creature other than you within 10 feet must make a Strength saving throw against your Tackle save DC. The target takes 8 Arcane Tackle dice of bludgeoning damage and is stunned on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 4 Arcane Tackle dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. [To Be Continued…]
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. Roll the spent die and times the result by 5, the creature moves an additional amount of feet equal to the result. If the creature collides with another creature or object, it immediately stops and they both suffer damage equal to your Strength modifier + Rage damage.
//Unsure if I should make either the forced movement a base amount (Str modifier x 5) and have the tackle used there, or use what I have made.
Colossal Fling. When you attempt to shove larger foes, you can expend a tackle die to overcome their size. By rolling the tackle die, you are able to shove creatures 2 sizes larger than you instead of one for the amount of rounds equal to the result.
//I think this is a good option because the shove mechanic stops if things get too big, and it'd feel bad if you lose a subclass over it. Unsure if I should add more to it.
Sorry if my notation isn't 100% correct or official. Just trying to hit the ideas first.
Also here's my propose level 14. It's just hurl through hell. Didn't know if I wanted to give something else that isn't incap, paralyze might be too much.
Hurl Soul
14th-level Path of Fantasy Football feature
While raging, when you hit a creature with a shove, you can use this feature to instantly teleport the target through the Astral plan. The creature is incapacitated as its soul is hurtled through the Astral Plane.
This effect ends at the end of your next turn and the target suffers 10 rolls of your tackle die as it reels from the discombobulating experience.
Once you use this feature, you can't use it again until you finish a long rest.
Yeah, if you’re gonna go with the Tackle dice then instead of starting as d6s and incrementing to d8s @ 10th level, I think they should pro’ly start as d4s and increment to d6s @ 10th level. That’ll definitely help bring down the power levels of the Tackles. Like, for example, that Banishing Tackle would end up with 2-3 rounds of duration on average then. And by reducing the numbers of damage dice for Blitz and Slam Tackle by 25% that’ll also help to temper that as well. So something more like this:
Arcane Tackles
3rd-level Path of Sportsball feature
Blahblah blah, something something power. This power is represented by your Tackle dice, which are each a d4. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Tackle dice to fuel various Arcane Tackles, which are detailed below. You cannot use an Arcane Tackle when your dice are all expended. When you reach 10th level in this class, the size of your Tackle dice increments to d6.
Some of your Arcane Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles below use your Tackle dice. You learn two Arcane Tackles of your choice. You gain an additional Arcane Tackle of your choice when you reach certain levels in this class: 6th, 10th, and 14th level.
Banishing Tackle. Whenever you successfully Shove a creature, you can spend a Tackle die and temporarily push that creature through the veil of the multiverse. Roll the spent Tackle die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Arcane Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Blitz. As an action you can spend a Tackle die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 6 Tackle dice force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 3 Tackle dice force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Slam Tackle. Whenever you successfully Shove a creature prone you can spend a Tackle die to apply an excessive amount of force into the act. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around as the target. The target and each creature other than you within 10 feet must make a Strength saving throw against your Arcane Tackle save DC. The target takes 6 Tackle dice of bludgeoning damage and is stunned until the end of your next turn on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 3 Tackle dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. [To Be Continued…]
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. Roll the spent die and times the result by 5, the creature moves an additional amount of feet equal to the result. If the creature collides with another creature or object, it immediately stops and they both suffer damage equal to your Strength modifier + Rage damage.
//Unsure if I should make either the forced movement a base amount (Str modifier x 5) and have the tackle used there, or use what I have made
Colossal Fling. When you attempt to shove larger foes, you can expend a tackle die to overcome their size. By rolling the tackle die, you are able to shove creatures 2 sizes larger than you instead of one for the amount of rounds equal to the result.
//I think this is a good option because the shove mechanic stops if things get too big, and it'd feel bad if you lose a subclass over it. Unsure if I should add more to it.
Sorry if my notation isn't 100% correct or official. Just trying to hit the ideas first.
Don’t worry about the language yet, that’ll be getting from rough to first draft and continue in development throughout the playtest process. This is still spaghetti time.
For Hurl Enemy I would swap them so that the distance hurler is based on Str mod × 5 so it’s a predictable distance, and make the damage the roll because people like to roll damage. So more like this:
Hurl Enemy. Whenever you successfully Shove a creature back you can spend a Tackle die to throw the creature with enough force to do damage to it and anything it collides with. You throw the target in a straight line up to a number of feet equal to your Strength modifier × 5 in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes that creature and stops moving. When the target strikes something, it and what it strikes each take an amount of bludgeoning damage equal to 4 Tackle dice + your Strength modifier + your Rage damage.
What do you think of this👇as an alternative version of Colossal Fling?
Colossal Shove. Whenever you could make a Shove attempt you can spend a Tackle die to Shove a creature up to two sizes larger than you. Roll the Tackle die and add the result to your Strength (Athletics) check.
(That gives it some versatility since it not only allows you to Shove a larger creature, but it can also be used to help Shove a regular sized creature that is too strong/dexterous for you otherwise.)
Also here's my propose level 14. It's just hurl through hell. Didn't know if I wanted to give something else that isn't incap, paralyze might be too much.
Hurl Soul
14th-level Path of Fantasy Football feature
While raging, when you hit a creature with a shove, you can use this feature to instantly teleport the target through the Astral plan. The creature is incapacitated as its soul is hurtled through the Astral Plane.
This effect ends at the end of your next turn and the target suffers 10 rolls of your tackle die as it reels from the discombobulating experience.
Once you use this feature, you can't use it again until you finish a long rest.
You could probably up the damage. Hurl Through Hell does 10d10 damage, here the dice would only be d6s since we’re making the dice smaller, so you could probably do closer to 17 of them.
Hurl Enemy: Okay. I figured the movement should have been the most predictable. It would feel awful if you tried to line things up and have the roll have it fall short. I'll leave the damage amount for now.
Colossal Shove: Okay sure. There is versatility here, I was concerned if I should allow the shoving of larger creatures longer or not, but this covers two aspects. The ability to shove bigger things and to really make sure you can stick the shove.
Hurl Soul: You're correct that Hurl Through Hell does 10d10 damage, however, this effect is on shove as a bonus action and not as an action. I feel the lower damage is okay when the barbarian can still hit a possibly incapacitated target with his action still. It doesn't need to be one to one in this I think, especially if I'm adding a status effect that everyone could possibly take advantage of.
Hello, here is my theoretical working idea for tackles and the scaling tackle dice. Starting at a d4 then scaling to a d8 should be fine, but this will be tested to ensure it is, but for now I'll leave it as this. As for tackles, I think I have enough to get things going and hits a couple things I think could be fun. I could probably introduced status condition based ones, like a prismatic/colour spray esque one, I'll add it later if it seems interesting enough.
Please let me know if there are any thoughts or concerns. And as always, do not worry about official language.
Arcane Tackles
3rd-level Path of *Name pending
This power is represented by your Arcane Tackle dice, which are each a d4. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Arcane Tackle dice to fuel various Arcane Tackles, which are detailed below. You cannot use an Arcane Tackle when your dice are all expended. When you reach 6th level in this class, the size of your Arcane Tackle dice increases to d6 and upon reaching 14th level the dice increase to d8.
Some of your Arcane Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles below use your Arcane Tackle dice. You learn two Arcane Tackles of your choice. You gain an additional Arcane Tackle of your choice when you reach certain levels in this class: 6th and 10th level.
Banishing Tackle *Name pending(Level 6) Whenever you successfully Shove a creature, you can spend an Arcane Tackle die and temporarily push that creature through the veil of the multiverse. Roll the spent Arcane Tackle die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Arcane Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Blitz *Name pending(Level 10) As an action you can spend an Arcane Tackle die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 4 Arcane Tackle dice force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 2 Arcane Tackle dice force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Slam Tackle *Name pending (Level 10) Whenever you successfully Shove a creature prone you can spend a Tackle die to apply an excessive amount of force into the act, driving the creature into the ground. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around of the target. The target and each creature other than you within 10 feet must make a Strength saving throw against your Arcane Tackle save DC. The target takes 4 Tackle dice of bludgeoning damage and is stunned until the end of your next turn on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 2 Tackle dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Holy/Unholy Tackle *Name pending/ Damage type pending (Level 3) Whenever you Shove a creature you can spend an Arcane Tackle die. When you do, and at the start of each of its turns the creature takes an amount of damage equal to a roll of an Arcane Tackle die. This effect lasts for a number of rounds equal to half your barbarian level (rounded down). The damage is radiant if you are good or neutral, or necrotic if you are evil.
Hurl Enemy *Name pending (Level 3) Whenever you successfully Shove a creature back you can spend a Tackle die to throw the creature with enough force to do damage to it and anything it collides with. You throw the target in a straight line up to a number of feet equal to your Strength modifier × 5 in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes that creature and stops moving. When the target strikes something, it and what it strikes each take an amount of bludgeoning damage equal to 2 Tackle dice + your Strength modifier + your Rage damage.
Colossal Fling *Name Pending (Level 3) Whenever you could make a shove attempt, you can spend a tackle die to shove a creature up to two sizes larger than you. Roll the tackle die and add the result to your strength (athletics check)
Time Tackle (level 6) Whenever you shove a creature, you can spend an Arcane Tackle die. When you do, the target loses its place in the initiative equal to two rolls of an Arcane Tackle die. If this amount would ever be reduce their initiative below 0, they lose their next turn and return to their original initiative.
Air Slam *Name pending(Level 6) As an action, you may spend an arcane tackle die in attempt to weaponize the air against an enemy. Choose a creature within a number of feet equal to your Strength Modifier x 5 in any direction, you may attempt to shove them. On success, the target takes damage equal to a roll of your Arcane tackle die + Strength.
Crippling Tackle (Level 3) Whenever you shove a creature, you can spend an arcane tackle die in attempt to snap their bones, sundering their ability to harm. The creature must make a Constitution saving throw or have disadvantage on all weapon attacks that require strength for rounds equalling a roll of your Arcane Tackle die.
//I was wondering if this tackle should really mess with the damage output over the attack chance. Like all creatures attacked by this creature has resistance for rounds equal to die roll. Unsure
Reactive Tackle (Level 3/6) By expending an arcane tackle die, you can shove as a reaction. Upon success, target takes damage equal to 1 roll of your arcane tackle die + your strength modifier.
//A reactive shove can be extremely strong as it could ruin the movement. I don't know if the relative power level is 3 or 6. But still, this can be an option.
Prismatic Tackle (Level 10) Whenever you shove a creature, you may expend an arcane tackle die to become wreathed in cosmic colours. The creature must make a dexterity saving throw or succumb to an effect as determined by the roll of your arcane tackle die:
//There would be 8 choices that are somewhat resembling the effects of prismatic spray or wall. I'm really unsure about this being a level 10 to be honest but it's a possible one.
Now you just need to put it all together into a rough draft, clean up the language and add flavor text and you’ll have a finished first draft ready to playtest. What are you gonna call it?
The strength of slams and the fact the barbarian can crush through anyone and theoretically anything. Juggernaut comes to mind. Where he got the magic or the ability to do this is questionable. Whether it's something that comes from a different plane, something cosmic or Astral. Or it's drops of the arcane that infuses the barbarian.
I'll use Path of the Astral Charger for now, try to work in some flavor and see if the "spaghetti" sticks as they say. I appreciate your help throughout this process, very much so.
Thank you again, my friend. For all of your help and guidance.
Hurl Enemy. Whenever you successfully Shove a creature back you can spend an Arcane Tackle die to throw the creature with enough force to do damage to it and anything it collides with. Roll the spent die and times the result by 5, the creature moves an additional amount of feet equal to the result. If the creature collides with another creature or object, it immediately stops and they both suffer damage equal to your Strength modifier + Rage damage.
//Unsure if I should make either the forced movement a base amount (Str modifier x 5) and have the tackle used there, or use what I have made.
Colossal Fling. When you attempt to shove larger foes, you can expend a tackle die to overcome their size. By rolling the tackle die, you are able to shove creatures 2 sizes larger than you instead of one for the amount of rounds equal to the result.
//I think this is a good option because the shove mechanic stops if things get too big, and it'd feel bad if you lose a subclass over it. Unsure if I should add more to it.
Sorry if my notation isn't 100% correct or official. Just trying to hit the ideas first.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Also here's my propose level 14. It's just hurl through hell. Didn't know if I wanted to give something else that isn't incap, paralyze might be too much.
Hurl Soul
14th-level Path of Fantasy Football feature
While raging, when you hit a creature with a shove, you can use this feature to instantly teleport the target through the Astral plan. The creature is incapacitated as its soul is hurtled through the Astral Plane.
This effect ends at the end of your next turn and the target suffers 10 rolls of your tackle die as it reels from the discombobulating experience.
Once you use this feature, you can't use it again until you finish a long rest.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Yeah, if you’re gonna go with the Tackle dice then instead of starting as d6s and incrementing to d8s @ 10th level, I think they should pro’ly start as d4s and increment to d6s @ 10th level. That’ll definitely help bring down the power levels of the Tackles. Like, for example, that Banishing Tackle would end up with 2-3 rounds of duration on average then. And by reducing the numbers of damage dice for Blitz and Slam Tackle by 25% that’ll also help to temper that as well. So something more like this:
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Don’t worry about the language yet, that’ll be getting from rough to first draft and continue in development throughout the playtest process. This is still spaghetti time.
For Hurl Enemy I would swap them so that the distance hurler is based on Str mod × 5 so it’s a predictable distance, and make the damage the roll because people like to roll damage. So more like this:
What do you think of this👇as an alternative version of Colossal Fling?
You could probably up the damage. Hurl Through Hell does 10d10 damage, here the dice would only be d6s since we’re making the dice smaller, so you could probably do closer to 17 of them.
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Hurl Enemy: Okay. I figured the movement should have been the most predictable. It would feel awful if you tried to line things up and have the roll have it fall short. I'll leave the damage amount for now.
Colossal Shove: Okay sure. There is versatility here, I was concerned if I should allow the shoving of larger creatures longer or not, but this covers two aspects. The ability to shove bigger things and to really make sure you can stick the shove.
Hurl Soul: You're correct that Hurl Through Hell does 10d10 damage, however, this effect is on shove as a bonus action and not as an action. I feel the lower damage is okay when the barbarian can still hit a possibly incapacitated target with his action still. It doesn't need to be one to one in this I think, especially if I'm adding a status effect that everyone could possibly take advantage of.
Thank you for the insight.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Hello, here is my theoretical working idea for tackles and the scaling tackle dice. Starting at a d4 then scaling to a d8 should be fine, but this will be tested to ensure it is, but for now I'll leave it as this. As for tackles, I think I have enough to get things going and hits a couple things I think could be fun. I could probably introduced status condition based ones, like a prismatic/colour spray esque one, I'll add it later if it seems interesting enough.
Please let me know if there are any thoughts or concerns. And as always, do not worry about official language.
Arcane Tackles
3rd-level Path of *Name pending
This power is represented by your Arcane Tackle dice, which are each a d4. Whenever you enter a Rage, you gain a number of these dice equal to your Rage damage. While raging you can spend Arcane Tackle dice to fuel various Arcane Tackles, which are detailed below. You cannot use an Arcane Tackle when your dice are all expended. When you reach 6th level in this class, the size of your Arcane Tackle dice increases to d6 and upon reaching 14th level the dice increase to d8.
Some of your Arcane Tackles require your target to make a saving throw to resist the tackle’s effects. The saving throw DC is calculated as follows:
Tackle save DC = 8 + your proficiency bonus + your Strength modifier
The tackles below use your Arcane Tackle dice. You learn two Arcane Tackles of your choice. You gain an additional Arcane Tackle of your choice when you reach certain levels in this class: 6th and 10th level.
Banishing Tackle *Name pending(Level 6) Whenever you successfully Shove a creature, you can spend an Arcane Tackle die and temporarily push that creature through the veil of the multiverse. Roll the spent Arcane Tackle die, the creature is banished to a harmless location in the ethereal plane for a number of rounds equal to the total rolled. While there, the creature’s speed is 0 and it is incapacitated. At the end of each of its turns the creature can make a Charisma saving throw against your Arcane Tackle save DC, ending the banishment on a success. When the banishment ends, the creature returns to the same space it vacated when banished, or the nearest unoccupied space it can occupy, and takes an amount of force damage equal to your barbarian level.
Blitz *Name pending(Level 10) As an action you can spend an Arcane Tackle die to move up to half your speed in a straight line, ignoring any other restrictions on your movement. Each creature in that line must make a Strength saving throw against your Tackle save DC. A creature takes 4 Arcane Tackle dice force damage and is knocked prone on a failed saving throw, or it takes half as much damage and is pushed 5 feet to either side into an unoccupied space it can occupy on a success. Each creature within 5 feet of that line must make a Strength saving throw against your Tackle save DC. A creature takes 2 Arcane Tackle dice force damage and is pushed 5 feet away from the line into an unoccupied space it can occupy on a failed saving throw, or it takes half as much damage and is not pushed on a success.
Slam Tackle *Name pending (Level 10) Whenever you successfully Shove a creature prone you can spend a Tackle die to apply an excessive amount of force into the act, driving the creature into the ground. The ground beneath the target gives way, creating a hole no more than 5 feet deep and as wide around of the target. The target and each creature other than you within 10 feet must make a Strength saving throw against your Arcane Tackle save DC. The target takes 4 Tackle dice of bludgeoning damage and is stunned until the end of your next turn on a failed saving throw, or half as much damage and is not stunned on a success. Each other creature within 10 feet of the Target takes 2 Tackle dice of thunder damage, is pushed back 5 feet and knocked prone on a failed saving throw. A creature takes half as much damage and is pushed back but not knocked prone on a success.
Holy/Unholy Tackle *Name pending/ Damage type pending (Level 3) Whenever you Shove a creature you can spend an Arcane Tackle die. When you do, and at the start of each of its turns the creature takes an amount of damage equal to a roll of an Arcane Tackle die. This effect lasts for a number of rounds equal to half your barbarian level (rounded down). The damage is radiant if you are good or neutral, or necrotic if you are evil.
Hurl Enemy *Name pending (Level 3) Whenever you successfully Shove a creature back you can spend a Tackle die to throw the creature with enough force to do damage to it and anything it collides with. You throw the target in a straight line up to a number of feet equal to your Strength modifier × 5 in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the target would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes that creature and stops moving. When the target strikes something, it and what it strikes each take an amount of bludgeoning damage equal to 2 Tackle dice + your Strength modifier + your Rage damage.
Colossal Fling *Name Pending (Level 3) Whenever you could make a shove attempt, you can spend a tackle die to shove a creature up to two sizes larger than you. Roll the tackle die and add the result to your strength (athletics check)
Time Tackle (level 6) Whenever you shove a creature, you can spend an Arcane Tackle die. When you do, the target loses its place in the initiative equal to two rolls of an Arcane Tackle die. If this amount would ever be reduce their initiative below 0, they lose their next turn and return to their original initiative.
Air Slam *Name pending(Level 6) As an action, you may spend an arcane tackle die in attempt to weaponize the air against an enemy. Choose a creature within a number of feet equal to your Strength Modifier x 5 in any direction, you may attempt to shove them. On success, the target takes damage equal to a roll of your Arcane tackle die + Strength.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
You should probably add an additional 3rd level choice for the player.
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Crippling Tackle (Level 3) Whenever you shove a creature, you can spend an arcane tackle die in attempt to snap their bones, sundering their ability to harm. The creature must make a Constitution saving throw or have disadvantage on all weapon attacks that require strength for rounds equalling a roll of your Arcane Tackle die.
//I was wondering if this tackle should really mess with the damage output over the attack chance. Like all creatures attacked by this creature has resistance for rounds equal to die roll. Unsure
Reactive Tackle (Level 3/6) By expending an arcane tackle die, you can shove as a reaction. Upon success, target takes damage equal to 1 roll of your arcane tackle die + your strength modifier.
//A reactive shove can be extremely strong as it could ruin the movement. I don't know if the relative power level is 3 or 6. But still, this can be an option.
Prismatic Tackle (Level 10) Whenever you shove a creature, you may expend an arcane tackle die to become wreathed in cosmic colours. The creature must make a dexterity saving throw or succumb to an effect as determined by the roll of your arcane tackle die:
//There would be 8 choices that are somewhat resembling the effects of prismatic spray or wall. I'm really unsure about this being a level 10 to be honest but it's a possible one.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Now you just need to put it all together into a rough draft, clean up the language and add flavor text and you’ll have a finished first draft ready to playtest. What are you gonna call it?
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Ah that's tough. The name seals it all together.
The strength of slams and the fact the barbarian can crush through anyone and theoretically anything. Juggernaut comes to mind. Where he got the magic or the ability to do this is questionable. Whether it's something that comes from a different plane, something cosmic or Astral. Or it's drops of the arcane that infuses the barbarian.
I'll use Path of the Astral Charger for now, try to work in some flavor and see if the "spaghetti" sticks as they say. I appreciate your help throughout this process, very much so.
Thank you again, my friend. For all of your help and guidance.
Waterdeep: Dragon Heist - DM
Storm King's Thunder - Level 12 Firbolg Shepard Druid, Galindan
Homebrewed Campaign - Level 6 Echo Knight/Level 2 Barbarian, Astra
Happy to help.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting