Barbarian
Base Class: Barbarian

Turn your Pain into Power

Barbarians who take the Path of the Capacitor learn how to endure and strike back with there rage. They can take the energy from damage and convert it back to there enemies.

Energy Charge

Your Rage can now store Energy in you. You now have a number of charges equal to your proficient bonus that start at 0. When you are in a rage and take enemy damage that your rage is resistant to, a charge fills up. The charge remains until you either use a charge from a subclass feat, a minute after your rage ends, or when you reach 0 hit points.

Energy Discharge

The energy you have stored comes rushing out. When you successfully hit a target with your melee attack or an unarmed strikes, you can spend 1 charge to use a Energy Burst. Energy Burst does an extra 1d8 damage to the target that you hit. The damage you deal is the same as your attack type. You can only use it once per turn and you can spend more than one charges to deal damage. Each extra charge deals an extra 1d8 damage. 

For a reaction, you can spend 2 charges to use Repel Force. When a creature successfully hit you and deal damage, the creature must make Con save. The DC is 8 + Prof Bonus + CON mod. If the target fails they take 2d8 force damage, are knocked back 15ft and falls prone. If they succeed they only take half damage. You can spend extra charges to increase the damage by 1d8.

Energetic Augmentation

You can now use a Energy Charge to push your body to move faster or to defend yourself. You can now spend a bonus action to use a Dodge or Dash Action. Cost 1 charge.

Elemental Energy Absorption

You Rage can now absorb other forms of Energy. When gain resistance to Cold, Fire, Force, Thunder, and Lightning Damage when you rage. You can now change your damage to what your resistant to while your raging. 

Activate Rage 2.0

You Rage can now absorb other forms of Energy. When gain resistance to Cold, Fire, Force, Thunder, and Lightning Damage when you rage. You can now change your damage to what your resistant to while your raging. 

Energized Rage

You now have full control of Energy that you can slowly release energy through your body to increase your physical prowl or defense. Whenever your Energy Charges reach Max, you can spend a bonus action to enter Energized Rage. When you enter this state you can either gain the benefits of the aggressive option or the defensive options. 

  • Aggressive. You gain 10ft of extra movement, gain a third attack, and the first attack you hit does an extra 1d8 + half your Barbarian level (rounded down) force damage.
  • Defensive. Your AC increase by your Rage Bonus, at the start of your turn you gain temporary hit points equal to 1d8 + half your Barbarian level (rounded down), and all attacks have disadvantage against you until you are hit. The disadvantage restarts at the start of your turn. 

Every start of your turn you will lose one charge of your Energy Charge, if you reach 0 charges the Vibrational Rage will end. During this rage you can still use a charge for other subclass features.

Aggressive Energy

You gain 10ft of extra movement, gain a third attack, and the first attack you hit does an extra 1d8 + half your Barbarian level (rounded down) force damage.  

Defensive Energy

Your AC increase by your Rage Bonus, at the start of your turn you gain temporary hit points equal to 1d8 + half your Barbarian level (rounded down), and all attacks have disadvantage against you until you are hit. The disadvantage restarts at the start of your turn. 

Defensive Energy 2.0

Your AC increase by your Rage Bonus, at the start of your turn you gain temporary hit points equal to 1d8 + half your Barbarian level (rounded down), and all attacks have disadvantage against you until you are hit. The disadvantage restarts at the start of your turn. 

Path Of The Capacitor Image

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