Base Class: Barbarian
Dustbringers, often called Releasers, are not wanton destroyers. They are masters of controlled, precise destruction. They believe that sometimes things must be burned away so that something new can grow.
When a Releaser rages, they do not lose control. Instead, they release, directing their fury with terrifying focus. They can weaken structures, disintegrate matter, and move with unnatural, frictionless grace even while raging. Their anger is not a storm; it is a scalpel.
Releasers are often drawn to Barbarians who have experienced great loss or who understand that sometimes the only way forward is to destroy what is broken.
“I do not rage. I release. There is a difference.
When I burn something away, it is because it needed to die so something better could take its place.
That is the way of the Releaser.”
Level 6: Dustform
While you are raging, you can partially become one with dust and ash. As a bonus action, you can enter Dustform until the end of your rage. While in Dustform, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can move through the space of hostile creatures without provoking opportunity attacks.
- Difficult terrain doesn’t cost you extra movement.
You can use this feature once per rage.
Precision Division
Your control over destruction has grown precise. While raging, when you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes extra necrotic damage equal to your Rage Damage bonus and has disadvantage on the next attack roll it makes before the start of your next turn.
Additionally, you can now use your Releaser’s Rage feature to reduce a creature’s AC by 2 instead of 1 (still maximum -3 total).
Level 14: Total Release
You can now fully unleash your destructive potential in a controlled explosion of power. As an action while raging, you can release a wave of destructive energy in a 20-foot radius centered on you. Each creature of your choice in that area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 6d6 necrotic damage and is knocked prone. On a successful save, it takes half damage and isn’t knocked prone.
Objects in the area that aren’t being worn or carried take double damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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