Base Class: Barbarian
Of all the places of the multiverse, the astral is the most vast and unknowable. What lies in the vast pool of inky blackness contains both infinity and nothingness, ceaseless possibilities, fueled by the phlogiston that ripples throughout. As beings of acute capability, some barbarians possess the ability to peer beyond the veil, and drink deep of its gifts. These barbarians walk the Path of the Astral Assault, often sought out by those who often traverse the multiverse in spelljammers, eager to augment their abilities with the fabric of creation.
Astral Energy
3rd-Level Path of the Astral Assault Feature
You harbor a wellspring of otherworldly energy within you. This energy is represented by your Astral Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various astral powers you have, which are detailed below.
Some of your powers expend the Astral Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Astral Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Astral Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Astral Energy dice increases: at 6th level (d8), 10th level (d10), and 14th level (d12). The powers below use your Astral Energy dice. Your Astral Energy save DC for any ability in this subclass equals 8 + your proficiency bonus + your Constitution modifier.
Blazing Dash. Using your bonus action you can expend one Astral Energy die to double your movement speed. If you move 20ft or more before making an attack roll on a creature, then that attack roll is made with advantage. You additionally add your astral die to this as fire damage due to the friction generated from your rapid movement.
Distant Strike. You can expend one Astral Energy die to throw your fist forward and create a ball of condensed gravity. Make a ranged weapon attack roll with your unarmed strike, throwing this ball of gravity at a target within 30ft. This feature can benefit from your reckless attack ability. On a hit, this deals a roll of your astral die + your strength modifier magical bludgeoning damage.
Rise and Fall
3rd-Level Path of the Astral Assault feature
Your connection to the outer planes has given you basic control over gravity even when you are not raging.
You gain one use of the Earthbind and Levitate spells per long rest. If you have spell slots from another class or some other means you may use those to cast these spells again.
Intensify Gravity
6th-Level Path of the Astral Assault Feature
Your magical control over gravity grows, and you learn to use it to maneuver allies and enemies alike. When you enter your rage, you can choose a way in which you shape the gravity in your immediate vicinity. The effect triggers at the start of each of your turns thereafter. Choose one of the following options:
Attraction Field. You unleash a gravitational wave of energy. Each creature of your choice size large or smaller within 15ft of you must succeed on a Strength Saving throw against your Astral Save DC or be pulled up to 10ft towards you. At 14th level this range doubles to 30ft, and the pull to 20ft.
Repulsion Field. You condense a bubble of gravity around yourself. The next time a creature would hit you with a melee attack, the bubble bursts in a roaring explosion. Each creature within 10ft of you size large or smaller must succeed on a Strength saving throw against your Astral Save DC or be pushed up to 10ft away from you. if you are now out of range of the melee attack, the attack now misses you. You can only have one bubble at a time and dodging an attack in this manner continues your rage as if you had been hit. At 14th level the repulsion doubles to 20ft and only applies to creatures you choose.
Shield of Density
Level 6 Path of the Astral Assault feature
As a reaction when you or an ally within 30ft of you is targeted by an attack roll you can to create a 10ft sphere of heightened gravity centered on the target. All attack rolls made by creatures except you in that area, including ranged attacks, are made at disadvantage and the area is considered difficult terrain. This ability is usable once per short rest, unless you expend two astral energy dice to do it again.
At 14th level in this class, creatures of your choice within this 10ft sphere have disadvantage on all strength, dexterity and constitution saving throws while they remain in the sphere.
In addition, your attacks now gain the siege property, meaning you deal double damage to structures.
Unrelenting End
10th-Level Path of the Astral Assault Feature
As an action, you become surrounded by meteoric rock and gain the following properties for the next minute.
- You gain temporary hit points equal to 3 x your barbarian level
- You cannot be grappled, restrained or paralyzed
- Your attacks have a greater impact. You score a critical hit on an 18-20 and on a critical hit you knock the target prone.
You can enter this state once per short rest.
Collapsing Stars
14th-Level Path of the Astral Assault Feature
The gravitational fervor of your rage intensifies. The stars themselves dare not ignore your command. As an action you can command a star to fall. Choose a 30ft sphere within 120ft. Each creature within that area must succeed on a Strength saving throw equal to your Astral Energy DC or take 12d12 magical bludgeoning damage and be knocked prone. On a success, a creature takes half the damage.
This feature is usable once per long rest, unless you expend 5 Astral Energy dice.
Previous Versions
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