Base Class: Barbarian
Barbarians who follow the Path of Rolling Thunder are the embodiment of “unstoppable force”. When they rage, they shapeshift into nigh-indestructible wrecking balls—literally. Picture a giant spiked ball of doom rolling over enemies like they’re minor inconveniences on the road to destruction. Need something flattened? No problem, these barbarians are basically walking steamrollers. And don’t bother hitting them, unless you enjoy being skewered by the spikes that conveniently sprout from their bodies.
Rolling Thunder Barbarians are just as subtle and nuanced as their fighting style. They tend to see obstacles (and people) as things to smash, roll over, or bulldoze through. Why solve a problem with words when you can turn into a giant spiked disaster and handle it that way? Not the type to wait around, these barbarians have all the patience of a sugar-high toddler with a hammer, and if you’re not moving at their pace, you might just end up collateral damage. Friends love them, though—who wouldn’t want a living battering ram watching their back?
Death Roll
3rd-level Path of Rolling Thunder feature
When your rage takes hold, you transform into an indestructible killing machine. When you enter a rage, you may turn into an invulnerable spiked ball (equal to your size) and move up to twice your remaining speed in a straight line. Each creatures in a space that you pass through must make a Dexterity saving throw or take a number of d6s of piercing damage equal to your Constitution modifier. A creature who succeeds on this saving throw takes half damage. When you stop moving, you immediately return to your original form.
The difficulty of the saving throw is equal to 8 plus your proficiency bonus plus your Constitution modifier.
Formless Form
3rd-level Path of Rolling Thunder feature
Your rage is always boiling just beneath the surface. In tense situations, your skin bubbles and twisted as the spikes try to break free of your flesh. You can cast the alter self spell without using a spell slot and must be complete a short or long rest before using this ability again. Wisdom is your spellcasting modifier for this spell. If you enter a rage while concentrating on this spell, your concentration is not broken.
Spike Skin
6th-level Path of Rolling Thunder feature
SET ME FREE! The voice inside your head rumbles. When you are hit by a melee attack within 5 feet, you can cover your body in spikes, dealing 2d6 piercing damage to your attacker.
At level 10, this damage increases to 3d6 and to 4d6 at level 14.
Rolling Devastation
6th-level Path of Rolling Thunder feature
You have reached an agreement with your rage and can now summon the spiked ball of death on command. While raging, you may activate the Death Roll ability as an action.
Moving Target
6th-level Path of Rolling Thunder feature
You like to move it (move it) and, while moving, you are nearly unstoppable. For every 15 feet you move on your turn, your AC increases by 1 to a maximum of +4.
Lashing Limbs
10th-level Path of Rolling Thunder feature
You have gained greater control over your body, allowing you to partially transform at-will, increasing the length of your limbs. At the start of your turn, you can either increase the range of your melee attacks by 15 feet or increase your walking speed by 10 feet until the start of your next turn.
Increase Mass
10th-level Path of Rolling Thunder feature
Sometimes you want a bit more force behind your attacks, but don't want to roll around as a giant ball of doom. That sounds kind of insane to me, but you do you. As a bonus action, you can increase your size by one category for up to 1 minute as if by the enlarge/reduce spell. While in this state, you have advantage on Strength checks and saving throws and your attacks deal an extra 1d4 damage on a hit.
Once you use this ability, you must complete a short or long rest before using this ability again.
Unstoppable Plow
14th-level Path of Rolling Thunder feature
Your repertoire of forms has increased allowing you to transform part of your body into a plow or scoop as you charge forward. While raging, you can use an action to move up to twice your speed in a straight line. Each creature within 5 feet of a space you pass through must make a Dexterity saving throw or be moved 5 feet in a direction of your choice and take 4d8 piercing damage. A creature who succeeds on this save takes half damage and is not moved. Creatures moved by this ability may occupy the same space while you are moving. All creatures in your path (including those pulled in by this ability) move with you. When you stop moving, all creatures within 5 feet of you must make a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. A creature who succeeds on this save takes half damage and is not knocked prone.
The difficulty of the saving throws are equal to 8 plus your proficiency bonus plus your Constitution modifier.
Kinetic Master
14th-level Path of Rolling Thunder feature
You can harness your unstoppable momentum for both offense and defense. For every 15 feet you move on your turn, you deal an additional 1 damage on each attack, to a maximum of +10 damage. You gain resistance to force damage as your body redistributes the kinetic energy of such attacks.
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