Base Class: Barbarian
Path of Singularity barbarians are able to manipulate the force of gravity to enhance their unarmed strikes, pull enemies closer to them and keep their allies from ever being at risk of an enemy striking them.
Level 3: Heavy Handed
Your learn to manipulate gravitational forces to increase the mass of your unarmed strikes and pull enemies closer to you.
Your unarmed strikes deal 1d8+ Strength modifier bludgeoning damage. This die increases to 1d10 at 10th level and 1d12 at 14th level.
Whilst you are raging, at the end of each of your turns, enemies within 30 feet of you are pulled 10 feet directly towards you as your rage causes you to generate your own gravitational field.
Additionally, a number of times equal to your Strength modifier per long rest, as a bonus action you can amplify this gravitational field, pulling enemies within 30ft of you 15 feet towards you.
Level 6: Gravitational Force
You are able to augment your body with the primal power of gravitational forces.
•Your unarmed strikes are magical for the purposes of ignoring resistances and immunities.
•While raging, you take no damage from falls of 20 feet or less, and you reduce any remaining fall damage by an amount equal to your Barbarian level, before resistance takes effect.
•When you jump, you can treat your Strength score as 30 for the purposes of determining jump distance.
Level 10: Chaotic Familiarity
Your experience with gravitational forces has made you become accustomed to chaotic events.
You are able to take an additional reaction per round.
Level 14: Singularity
Your mastery over the forces of gravity become more powerful.
•Your Event Horizon now has a range of 60 feet and pulls creatures 30 feet towards you. Creatures pulled adjacent to you must also make a Strength saving throw or take 4d6 force damage and fall prone as gravity slams them into the ground. Creatures that succeed on the saving throw take half damage and do not fall prone.
•Once per rage, when a creature within 10 feet of you would teleport or move away by magical means, you can use your reaction to force it to make a Constitution saving throw. On a failure, the movement effect fails and the creature remains in place.
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