Base Class: Barbarian
These Barbarians can exert control over gravity in order to enhance themselves in battle. Able to drag foes towards themselve and to shatter the earth. There is no running away from them. The most adept of this path receive the honorific name "Starscourge". As they are said to possess the power to stop the stars.
Gravitational Pull
Starting at 3rd level, while you are raging and you can do this while not raging, you can summon a wave of gravity that attracts foes to you. As a bonus action, chose a creature within 60 feet of you. They must succeed on a strength saving throw (DC = 8+ ur proficiency bonus + your constitution modifier) or be pulled 20 feet in a straight line towards you. Alternatively, on a failed save you can choose to knock the target prone instead. In additional, you can choose to have your Gravitational Pull ability target all creatures of your choice in a 30-foot cone in front of you. You can only choose one effect at a time. It applies to all targets.
Earthward Reinforcement
Starting at 6th level, as either part of raging or not with not raging, you can rip apart the earth to empower yourself. Choose one of the following effects, it last until your rage ends (if raging)/ it last for 6 rounds.
Crushing Boulders. A formation of floating rocks hovers above you. As an action on each of your turns you can hurl a boulder at your foes. Choose one creature that you can see within 60 feet of you. Make a ranged spell attack against it, using your Constitution modifier. On a hit it takes 2d8 bludgeoning damage (this damage is considered magical). This damage increases to 3d8 at 10th level and to 4d8 at 14th level.
Rock Armor. Rocks cover your body, protecting it. Your AC increases by 2. The AC bonus increases at certain levels, to 3 at 10th level and to 4 at 14th level.
Rock Weaponry. You coat your weapons with boulders. To use this effect, the weapon must have the two-handed property. Your weapon becomes magical, and, on a hit, it deals an additional 2d4 bludgeoning damage. The damage increases to 3d4 at 10th level and to 4d4 at 14th level.
Unbound Movement
At 10th level, you can untether your body from the call of gravity. When you do so, you cast the fly spell, without using a spell slot or material components. Constitution is your spellcasting ability for the spell. In addition, you become immune to fall damage.
After you cast the spell in this way, you can’t do so again until you finish a short or long rest.
Conqueror of the Stars
At 14th level, your control over gravitational forces become far stronger than ever, you can choose one of the following effects.
Annihilation Force. you can unleash the power held within you. Choose a point of impact on the ground that you can see within 460 feet of you. You leap 300 feet into the air and crash down, speeding past terminal velocity. All creatures other than you in a 90-foot radius centered on the point of impact must make a Dexterity saving throw or take 8d10 bludgeoning damage on a failure, or half as much on a success, as you crash in a fashion akin to a meteor. You can use this ability once per short rest.
Decrease Gravity. Your jump distance is multiplied by 6. You ignore difficult terrain and, have advantage on Dexterity saving throws, and gain a +4 bonus to your AC as you become nimbler. In addition, once per use of this ability, as a reaction when you are about to take damage from a weapon attack, you can diminish the impact it has on you, reducing the damage by an amount equal to 3d10 + your proficiency bonus.
Increase Gravity. You have advantage on Strength (Athletics) checks for grappling, and your attacks are heavier. When you deal damage to a creature with a melee weapon attack, you deal an additional 4d8 bludgeoning damage. In addition, the area in a 15-foot radius centered on you is considered difficult terrain, and any hostile creature that starts their turn in that area must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take bludgeoning damage equal to your proficiency modifier, as the gravity crushes them. Once per use of this ability, as a reaction to dealing damage with a melee weapon attack, you can augment the damage dealt by 2d10 + your proficiency bonus.
You can use these effects 3 times per short rest, in addition, you can now switch between each power using a bonus action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/16/2022 5:48:27 AM
|
32
|
8
|
--
|
Coming Soon
|
Comments