Barbarian
Base Class: Barbarian

Magic, divinity, and the energies of life allow beings to perform otherwise impossible tasks and miracles. For Barbarians, these powers aren't readily available to them. However, through indomitable willpower and persevering strength, as well as a powerful motivation for this anger, even the most meager creatures can rival those who wield cosmic power.

Meteoric Strike

Starting when you choose this path at 3rd level, you can gather momentum and strike with the explosive force of a meteor entering the atmosphere. While raging, if you move at least 10 feet in a straight line immediately before taking the Attack action and hitting, the target suffers your weapon's normal effects as well as 2d6 fire damage. Any creature other than yourself and the target of this attack within a 5 foot radius of the target that fails a Dexterity saving throw with a DC of 8 + your STR modifier + your proficiency bonus also takes the additional fire damage. This extra damage increases to 3d6 at 10th level.

Powered Shockwave

Starting at 6th level, the power of your anger can manifest itself in a short but powerful burst. When you rage, you can choose to emit a forceful shockwave that attempts to shove any creature within 5 feet of you. As a bonus action while you're raging, you can choose to emit this shockwave again. You only make one Strength (Athletics) check.

You can use this feature a number of times equal to your proficiency modifier, and you regain all spent charges when you finish a short or long rest.

Perseverance

At 10th level, the dirty tricks others implement are not enough to hinder your sheer ferocity. Whenever you roll a saving throw to remove a condition from yourself, such as a charm effect, you can choose to make the saving throw as a Constitution saving throw. You do not gain this benefit when attempting to resist gaining a condition.

Shatter Reality

Beginning at 14th level, you gain enough strength to shatter the laws of reality with just your willpower. As an action while you’re raging, you can stomp with enough force to shatter reality in a localized area, causing a random effect to occur. Creatures within a 20 foot radius must make a DEX saving throw with a DC equal to 8 + your STR modifier + your proficiency modifier or be knocked prone.

You also roll a d8 on the Shatter Reality table to determine what effect occurs immediately after your stomp.

Once you use this feature, you can't use it again until you finish a long rest.

d8 Effect
1 You stomp with force sufficient enough to distort time. Creatures that fail the saving throw are affected by the Slow spell until the end of your next turn.
2 Your rage manifests in a burst of fiery power. You cast Fireball at level 3 centered on yourself. Creatures take full or half damage, depending on how they saved from the stomp. You can spend charges of Powered Shockwave to increase the level of Fireball by 1 level per charge spent (no action required). You are immune to this damage.
3 You strike the ground with such speed that you create a vicious sonic boom. Creatures that fail the saving throw are knocked back 5 feet and are deafened and stunned until the end of your next turn. Creatures that succeed are deafened but not stunned or knocked back.
4 The laws of magic are shuddered by your strength. Creatures that fail the saving throw cannot cast spells, and any magic items within the radius lose all magical properties, until the end of your next turn.
5 The stomp is more of a show of power than an offensive attack. Your bonus rage damage is doubled until the end of your current rage, and creatures that fail the saving throw are frightened of you until the end of your next turn.
6 The force of your stomp alters the planet's gravitational pull on you. Until your rage ends, you have a flight speed equal to your walking speed.
7 Your stomp ignites the air with the light of the sun. Creatures that fail the saving throw take 3d12 radiant damage and are blinded until the end of your next turn. Creatures that succeed take half as much damage and are not blinded.
8 You tear a hole between the planes of existence. Creatures that fail the saving throw are affected by the Banishment spell until the end of your next turn.

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