Barbarian: Difference between revisions

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You have also mastered the ultimate Striker technique; The Thundercrash.<br>
You have also mastered the ultimate Striker technique; The Thundercrash.<br>
As an Action, you can give yourself a 150ft Flying Speed until the end of your turn. Once you begin moving, you cannot take any other Actions, Bonus Actions, or Reactions until your Flying Speed is exhausted. If you stop moving at any point while using this Flying Speed, any of your remaining Flying Speed from this ability is exhausted.<br>
As an Action, you can give yourself a 150ft Flying Speed until the end of your turn. Once you begin moving, you cannot take any other Actions, Bonus Actions, or Reactions until your Flying Speed is exhausted. If you stop moving at any point while using this Flying Speed, any of your remaining Flying Speed from this ability is exhausted.<br>
You can pass through the space of hostile creatures while you have this Flying Speed, treating that space as Difficult Terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 180ft feet per Round.<br>
You can pass through the space of hostile creatures while you have this Flying Speed, treating that space as Difficult Terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + twice your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 180ft feet per Round.<br>
If you end the movement while touching a surface, you create a devastating shockwave, and all creatures of your choice within a 30ft of the impact must make a Dexterity Saving Throw against your Arsenal Save DC, or take 4d6 Lightning Damage and 4d6 Thunder Damage, and are knocked Prone, Blinded, and Deafened. On a successful Save, creatures take half Damage and are only knocked Prone, Blinded, or Deafened (your choice).<br>
If you end the movement while touching a surface, you create a devastating shockwave, and all creatures of your choice within a 30ft of the impact must make a Dexterity Saving Throw against your Arsenal Save DC, or take 4d6 Lightning Damage and 4d6 Thunder Damage, and are knocked Prone, Blinded, and Deafened. On a successful Save, creatures take half Damage and are only knocked Prone, Blinded, or Deafened (your choice).<br>
For one minute after your Thundercrash, any hostile creatures that end their turn within 30ft of the impact point need to make a Dexterity Saving Throw against your Arsenal Save DC, or take 2d6 Lightning Damage on a failure, and half as much on a successful Save.<br>
For one minute after your Thundercrash, any hostile creatures that end their turn within 30ft of the impact point need to make a Dexterity Saving Throw against your Arsenal Save DC, or take 2d6 Lightning Damage on a failure, and half as much on a successful Save.<br>