Base Class: Barbarian
Upon acquiring a Luxon beacon, the Cerberus Assembly wasted no time in attempting to exploit its secrets. Dunamis experiments under the Vergesson Sanatorium showed promise, as Master Trent Ikithon tried to infuse the dunamis into his Volstrucker agents, and some of it stuck. These infused agents were found to go into an altered mental state during moments of intense emotion wherein they re-lived past memories. While living in the past, they altered the present with graviturgic magic in one of two ways, depending on whether the triggering emotion was positive or negative. Positive experiences made the agents physically lighter, allowing them to run faster and jump higher then they could before. Negative emotion saw the agents weight increase, making them slower and their blows doubly heavy, giving new meaning to the phrase "crushing guilt".
The Assembly saw great potential in this new form of magic, and continued fostering it in their agents.
Warping Rage
Starting when you choose this path at 3rd level, you alter gravity around you when you rage. These alterations can take one of two forms:
Heavy Rage. When you rage on your turn your weight is doubled and your movement speed is reduced by 10 feet. For the duration of your rage, your melee attacks deal 1d4 extra damage of the weapon's type. At 6th level, you gain a burrowing speed equal to your walking speed while you are raging and your weight is multiplied by four. At 10th level your melee attacks extra damage die increases to a d6 and your weight is multiplied by eight.
Light Rage. When you rage on your turn your weight is halved and your movement speed increases by 10 feet. For the duration of your rage your jump distance is doubled, you ignore difficult terrain, and climbing does not cost extra movement for you. At 6th level, you gain a flying speed equal to your walking speed while you are raging and your weight is reduced to one-fourth of normal. At 10th level attacks of opportunity made against you while you are raging are made at disadvantage and your weight is reduced to one-eighth of normal.
You gain additional options for this feature at higher levels.
Leave It To Gravity
At 3rd level you can use your reaction when falling to use one of the following effects:
Slow Fall. Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your barbarian level.
Ground Pound. Alternatively, you can use your reaction to share your fall damage to enemies you land near. When you hit the ground all creatures within five feet of you must succeed on a Dexterity save with a DC equal to 8 + your proficiency modifier + your Strength modifier or take half the bludgeoning damage you take from the fall + your barbarian level.
Superheavy Strike
At 6th level, you gain the ability to enhance your weapon strikes by increasing your weapon's weight. When you hit a creature with a melee attack, you can cause the attack to deal an extra 1d10 bludgeoning damage to the target. When you use this feature you lose your remaining movement for the rest of this turn. You can use this ability a number of times equal to your Constitution modifier. You regain all uses of this feature after a short rest.
When you reach 14th level, the extra damage increases to 2d10.
Gravity Aura
Beginning at 10th level, when you activate your rage on your turn you can unleash a pulse of altered gravity to cause one of the following effects:
Orbit. Every creature or object that you can see within 20 feet of you must make a Strength saving throw or become grappled. At the end of each of its turns the grappled creature can make another Strength saving throw, ending the condition on a success.
Attract/Repel. Every creature or object that you can see within 20 feet of you must make a Strength saving throw or be pushed away from you or pulled towards you (your choice) up to 15 feet and fall prone.
Crush. Every creature or object that you can see within 20 feet of you must make a Strength saving throw or take 6d8 force damage.
Gravity Transference
Beginning at 14th level, you may choose to use an action to activate one of the following effects. Which effect activates depends on whether you are currently in a heavy rage or a light rage. Once used, you cannot use this action again until you have finished a long rest.
Crushing Weight. When you hit a target with an attack roll while in a heavy rage, instead of doing damage you can choose to transfer your weight to the target.
While the target is affected by the crippling weight, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Falling Ground. While you are in a light rage, you can release a pulse of anti-gravity, reversing gravity in a 50-foot-radius, 100-foot high cylinder centered on you. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you activate this effect. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of your rage, affected objects and creatures fall back down.
-
View User Profile
-
Send Message
Posted Oct 11, 2022Do you get to choose which gravity is in effect at the beginning of your rage or do you choose one and you are you stuck with that one