Base Class: Barbarian
When you take the path of Magnitude, you're able to use the residual magic energy around you and within you to alter the gravity of the situations you're in, both figuratively and literally. Your rage can take many forms, as does the residual magic energy around, causing each rage to be different from the last and being randomized.
Imposed Mass
As an action, you can forcefully alter the weight of one object or creature you can see within 10 feet of you by jumping on them. The object or creature must be Large or smaller. The target's weight is doubled for up to 1 round or until the target succeeds on an athletics check to throw you off.
DC: 10 + Strength Modifier + Proficiency Bonus
Pulling Force
The gravitational energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Pulling Force table to determine the effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.
| d6 | Effect |
|---|---|
| 1 |
A wave of force erupts in a sphere around you, centered on you, knocking anyone within 20 feet of you prone and taking 2d8 force damage. |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 3 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
| 4 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 2d6 force damage, as your will lashes out in retribution. |
| 5 | When your allies are imperiled during your rage, the magic within you can lash out; immediately after an ally within 10 feet of you takes damage or fail a saving throw while raging, you can use your reaction to attempt to push one ally away with a wave of force, pushing them 5 feet directly away from you. |
| 6 | When you activate your rage, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or take 2d6 force damage and is pushed in a straight line away from you, half as much on a successful save, and is not pushed. |
Shock
As an action, you can smash and cave in the ground around you in a 10 foot sphere, and any creature within it must make a strength saving throw or be knocked prone until the start of your next turn.
The DC for this saving throw is: 8 + Proficiency Bonus + Strength Modifier
Violent Attraction
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10 by jumping on the creature if within 10 feet of you, or pulling them down quicker with a magical string of force connected to the ground.
You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Aftershock
As an action, you can magically emit a powerful field of gravitational energy that tugs other creatures towards you. All creatures within 20 feet of you must make a Strength saving throw against your table's save DC. On a failed save, it takes 3d10 force damage, and is pulled towards you 10 feet. On a successful save, it takes half as much damage, and does not get pulled.
Once you use this feature, you can't do so again until you finish a long rest.
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