"The Resonation is a funny phenomenon, isn't it? You see, the fabrics of everything come into near perfect harmony for a cosmological moment - even the very ideas that fuel the concepts of reality and imagination. Sometimes, those ideas bleed into ours - and vice versa - as tangible wonders. Makes you think of what it really means to exist. Does existence solely rely on measurable phenomena like soul energy and physical matter, or is there something even more to the mere idea of something's existence?" ~ Dx. Heisen du Fayson, Doctor of Philosophy of Arcane Wave Physics.
Hailing from a world beset by gods and protected by a deity of vengeance and hope, these wraps are said to be a manifestation of the divine's resolute fury. A great warrior understands that anger is a tool to be harnessed, but like any weapon, can be used against you. Those who wish to wield these wraps must bear the burden of divine responsibility.
Rage: Fury. Creatures attuned to these wraps can expend two Rage charges as a Bonus Action to cleanse themselves of all harmful statuses and conditions and enter a special Rage that utilizes unarmed strikes. Using this Rage immediately sheathes or stows your weapon(s). Any creatures within 10ft of you when you activate this ability must make a STR saving throw. On a fail, they are knocked Prone. On a success, they still lose half their movement speed. If you instead expend a charge as a Reaction as you are about to take damage from a physically present attack or harmful effect, such as a Fireball spell or a Storm Giant's Lightning Strike ability, the attack or effect misses or does not effect you. This special Rage lasts for 1 minute. Drawing a weapon immediately ends this special Rage.
You gain the following benefits when using Rage: Fury:
- You gain a +3 to attack rolls and damage rolls using unarmed strikes, AC, and saving throws.
- Cruel Striker. Your unarmed strikes deal 2d12 force damage + melee attack modifier and you impose Disadvantage on creatures you attempt to Grapple or Shove. Creatures that are flying or levitating must make a STR saving throw at Disadvantage or be knocked out of the air and fall Prone, taking fall damage as normal.
- God of Strength. Carrying a creature does not halve your movement speed. Throwing or Pushing creatures using unarmed strikes deals 1d12 force damage + 1d8 per 5ft thrown/pushed. If the creature is knocked into another creature or an impassable surface such as a wall, it and the thrown creature take an extra 2d8 force damage and are knocked Prone. Creatures knocked Prone using a Shove strike take 1d8 force damage. Creatures you run into while carrying another creature must make a DEX saving throw or it and the carried creature take 1d8 force damage and the stampeded creature is pushed 5ft back and knocked Prone.
- Supernatural Speed. You can move up to an extra half your movement speed per attack you make.
- Mighty Leap. You are given a flying speed equal to your movement speed that ends at the end of each of your turns during this Rage. If you are still in the air when you end your turn and nothing would otherwise hold you up, you take fall damage as normal but do not fall Prone.
- Atlas Upheaval. As an action, you rip a piece of the earth and hurl it at a point you can see within 30ft of you. Creatures within 10ft of the impact must make a DEX saving throw at Disadvantage or take 2d12 force damage, be pushed back 15ft, and be knocked Prone. On a success, the creature takes half damage, is only pushed 5ft back and is not knocked Prone.
- Spartan Advance. As an action, you can use as much of your movement speed to jump and crash, decimating the area around the impact. Creatures within 20ft of where you land must make a DEX saving throw at Disadvantage or take 2d12 force damage + 1d8 per 5ft you jumped and be knocked up a number of feet into the air equal to half the distance you jumped. On a success, creatures take half damage and are not knocked up into the air, but lose half their movement speed until the end of their next turn. If you land directly onto a creature, the creature automatically fails.
- Deific Grace. You do not take damage if the total roll (before resistance or other reductions) is less than your level. If you would take damage that would otherwise drop you to 0 health points, you instead take no damage and suffer no effects and immediately exit this special Rage. You can then move up to your movement speed, which does not trigger Attacks of Opportunity.
Divine Rage. Creatures attuned to this ring gain 1 extra Rage charge.
Notes: Barbarian, Damage, Control, Buff, Debuff, Combat, Warding
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