Barbarian: Difference between revisions

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==== Storm’s Arsenal ====
==== Storm’s Arsenal ====
''6th Level Path of Strikers Feature''<br>
''6th Level Path of Strikers Feature''<br>
Your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.
Your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of this Path's descriptions.
You may change one or both of these abilities to another from the same list at the end of a a Long Rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a Long Rest.<br>
You may change one or both of these abilities to another from the same list at the end of a a Long Rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a Long Rest.<br>
A Reach or Strike can be used in place of any Unarmed Strike Attack you would make during your turn.<br>
A Reach or Strike can be used in place of any Unarmed Strike Attack you would make during your turn.<br>
You are unaffected by all of your Reach Abilities.<br>
You are unaffected by all of your Reach Abilities.<br>
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to 8 + your Proficiency Bonus + your Constitution Modifier.
Your Reach and Strike abilities use your Arsenal Save DC in many places. This DC is equal to 8 + your Proficiency Bonus + your Constitution Modifier.
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''14th Level Path of Strikers Feature''<br>
''14th Level Path of Strikers Feature''<br>
You have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.<br>
You have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.<br>
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.<br>
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per Long Rest.<br>
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 Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly 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 flight, 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 30 feet per second.<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>
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (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 ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.<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>
Once you use this ability, you must finish a long rest before you can use it again.
Once you use your Thundercrash, you must finish a Long Rest before you can use it again.
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==== Storm’s Reach ====
==== Storm’s Reach ====
''6th Level Path of Strikers Feature Options''<br>
''6th Level Path of Strikers Feature Options''<br>
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.<br>
All Reaches are Simple Thrown Weapons which you are Proficient in, with a Range of 30/40ft.<br>
They appear as Tiny objects, whose appearance you choose.<br>
They appear as Tiny Objects, whose appearance you choose.<br>
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range.
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.<br>
If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.<br>
'''Thunderclap Reach.''' This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.<br>
'''Thunderclap Reach.''' This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15ft Cone emanating from the surface or creature this Reach hits must make a Dexterity Saving Throw. They take Lightning Damage equal to 3d6 + your Rage Damage on a failed Save, or half as much on a successful Save.<br>
'''Blinding Reach.''' As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.<br>
'''Blinding Reach.''' As soon as this Reach impacts a creature or surface, all creatures of your choice within 15ft of the impact take Lightning Damage equal to your Rage Damage bonus, and need to make a Constitution Saving Throw, or be Blinded until the start of your next turn.<br>
'''Pulsing Reach.''' As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.
'''Pulsing Reach.''' As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15ft of the impact must make a Strength Saving Throw, taking Lightning Damage equal to 1d6 + your Rage Damage and being knocked Prone. On a successful Save, the creature takes half Damage and is not knocked Prone.
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==== Storm’s Strike ====
==== Storm’s Strike ====
''6th Level Path of Strikers Feature Options''<br>
''6th Level Path of Strikers Feature Options''<br>
'''Seismic Strike.''' When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.<br>
'''Seismic Strike.''' When you take the Dash Action, you can run directly into a creature, when you do, you make an Unarmed Strike as a Free Action. If the Attack hits, you deal extra Lightning Damage equal to your Rage Damage, and the creature must make a Constitution Saving Throw or be Deafened until the start of your next turn.<br>
'''Ballistic Strike.''' When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.<br>
'''Ballistic Strike.''' While you are at least 10ft above the ground, choose a point you can see on the ground. This point can a number of feet horizontally away from you equal to how high above the ground you are, to a maximum number of feet equal to 10 x your Barbarian Level. You slam down to that point, taking no Damage from falling, and you make an Unarmed Strike attack against all creatures of your choice within 5ft of the impact. If an attack hits, it deals extra Lightning Damage equal to your Rage damage.<br>
'''Chaining Strike.''' When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.
'''Chaining Strike.''' When you hit a creature with a Melee Attack that deals any Lightning damage, a number of other creatures equal to your Proficiency Bonus that are within 10ft of the target take Lightning Damage equal to 1d4 + 2 x your Rage Damage.
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