Base Class: Barbarian
Some individuals display apocalyptic levels of anger, channeling their rage into massive releases of energy. The Path of the Crater is quite literal indeed.
Explosive Fury
Starting when you choose this path at 3rd level, you can channel your energetic fury into your weapons. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes additional damage equal to your barbarian level. The extra damage is fire or thunder; your choice each turn. When you inflict this damage to a creature, other creatures within 5ft of it (excluding you) take equal damage.
Frightening Fuse
At 3rd level, you can present a baleful glow for as a prelude to your sheer violence. You can gain advantage on intimidation checks for the next minute, a number of times per long rest equal to your proficiency bonus.
Eruption
Starting at 6th level, you can use a bonus action to emit a powerful blast while you are raging. This blast is either a 20ft radius centered on you, or a beam 100ft long and 5ft wide. If you are in the blast, you have resistance to the damage, but automatically fail the saving throw. The blast is either fire, thunder, force, or lightning damage, and the damage is equal to 4d6 + 1d6 for every 2 barbarian levels you have, dealt to all creatures and objects in the area. Creatures in the blast make a Dexterity Saving throw against your DC (8 + STR + proficiency), taking half damage on a success.
You may only perform this once per rage.
Blast Resistance
At 10th level, you become more suitably blast resistant. When you are damaged by an instantaneous effect targeting an area, such as fireball, you have resistance to that damage. This does not apply if the damage came from a persistent source, such as cloudkill.
Liftoff
Beginning at 14th level, you can use a bonus action to focus the energy within, channeling it, and shedding bright light in a 20ft radius while emitting an ominous whine. At the start of your next turn, you may choose to propel in any direction up to 120ft. If you choose not to, you can then choose to continue channeling with your bonus action instead, extending the propulsion distance another 120ft for the next turn, to a maximum of 500ft.
If you would collide with a creature or object during this movement, both you and the creature take bludgeoning damage equal to 1d6 per 10ft propelled. A creature in the path may make a Dexterity Saving throw vs your save DC (8 + STR + proficiency) to avoid impact. If the creature fails, the damage occurs and you stop moving. If the creature succeeds, you continue past it to the extent of the propulsion, potentially colliding with something else.
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