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*'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | *'''Sea.''' When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. | ||
*'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. | *'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. | ||
== Path of Strikers == | |||
Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protecting being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.<br> | |||
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense. | |||
==== Titan ==== | |||
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. | |||
Additionally, you gain Proficiency and Expertise in Athletics. | |||
==== Fists of Havoc ==== | |||
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits: | |||
*You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type. | |||
*Your jump heights and distances are doubled. | |||
*Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus. | |||
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack | |||
==== Storm’s Arsenal ==== | |||
At 6th level, 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. | |||
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> | |||
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.<br> | |||
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier) | |||
==== Trample ==== | |||
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become. | |||
Lightning damage you deal ignores resistance, and treats immunity as resistance which is not ignored by this feature.<br> | |||
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects. | |||
==== Thundercrash ==== | |||
At 14th level, 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> | |||
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> | |||
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> | |||
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> | |||
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> | |||
Once you use this ability, you must finish a long rest before you can use it again. | |||
==== Storm’s Reach ==== | |||
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.<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. | |||
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> | |||
'''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> | |||
'''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. | |||
Storm’s Strike | |||
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 blinded until the start of your next turn. | |||
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. | |||
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 Rage damage bonus (rounded down). | |||
== Path of Subjugation == | == Path of Subjugation == |