Barbarian
Base Class: Barbarian

Piston barbarians are titanic forces of nature. The art of generating steam heat to power attacks is rare, but is usually practiced in environments of extreme cold where seismic activity and volcanoes/geysers are present. The sheer strength of a piston barbarian is so great that they refuse to use any other weapon besides their fists, as it would be catastrophic if they did not.

Piston Fist

Starting when you choose this path at 3rd level, your raw strength makes other weapons feel worthless to you. Your unarmed attacks deal 1d12 bludgeoning damage.

When you reach 6th level, your unarmed attacks are considered magical weapons, and at 10th level they are considered siege weapons.

Steam Heat

Beginning at 6th level, you can generate steam heat to increase the power of your attacks. You gain advantage on charisma (intimidation) checks. Whenever you are hit with a melee attack within range, the attacking creature takes 1d6 fire damage. You can only use this feature once per turn.

Planet Cracker

Additionally at 10th level, you can forgo your extra attack to create one of the following effects:

 

  • Fissure: You punch the ground to create a massive crack in the ground. Each creature in a 30ft line must make a dexterity saving throw (DC 8+strength). On a failure, each creature takes 2d12 force damage (half on a success) and is restrained. A restrained creature can break free with a successful athletics check (DC 8+strength+proficiency)

 

  • Crater: You punch the ground to create a crater of tectonic energy. Each creature within a 30 ft radius centered around you must succeed a dexterity saving throw. Each creature takes 4d8 force damage on a failure, or half as much on a successful one, and is pushed 10 ft away and knocked prone.

 

  • Shockwave: You smash your fists into the ground to create a massive tremor, shaking the earth beneath and thrusting the ground into the air. Each creature within a 30 ft cone must succeed a constitution saving throw (DC 8+strength) or take 3d10 force damage plus 2d4 piercing damage, or half as much on a successful one.

 

You can only use one effect per round. Once you use each effect of this feature, you cannot use it again until you complete a long rest.

Meltdown

At 14th level, your relentless rage pushes your muscles over their maximum capacity to maximize your attack power. When you rage, you can add double your proficiency bonus to strength saving throws, melee weapon attacks, and athletics checks. Once your rage ends, you suffer the consequences of straining your body beyond its limits. You must succeed a DC 25 constitution saving throw or become incapacitated. You can only use this feature once per long rest.

Previous Versions

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3/5/2021 5:53:11 PM
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