Path of the Supernova (5e Subclass)

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Path of the Supernova[edit]

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Barbarian Subclass

Those who follow the Path of the Supernova, know that their rage, akin to a star's death, means the end for those around, but also new potential. Supernova followers let an astral energy flow through them as their rage heats up. This astral energy is akin to wild energy and is often unpredictable, however, always useful.

Barbarian - Path of the Supernova

Hardened Crust: At third level you gain "Hardened Crust" While raging you gain a bonus +1 AC (+2 at 6th lvl, +3 at 10th lvl, +4 at 14th lvl, +5 at 17th lvl)

Cosmic Rage: Speaking of raging, your rages take on new, galactic abilities. Roll a 1d6 to determine the effect you gain. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.

1: Living Crust: Dealing damage to a creature heals you for 1d6 points (1d8 at 6th, 1d10 at 10th, 1d12 at 14th lvl, 2d8 at 17th lvl)

2: Mass Manipulation: You gain charges that can be used to pull or push creatures if they fail a Saving Throw by 10 feet. You have as many charges equal to your proficiency bonus, and to use the charge is a bonus action.

3: Burning Core: Your weapon gets infused with 1d6 (1d8 at 6th, 1d10 at 10th, 1d12 at 14th lvl, 2d8 at 17th lvl) bonus fire damage and you become resistant to fire. If you are already resistant, you gain a bonus +4 damage.

4: Saturnite Rings: Your allies, within 60 feet gain the same AC bonus as your your Hardened Crust that appears as a ring of tiny rocks/pebbles that orbits around them.

5: Meteor Smash: You gain an amount equal to your proficiency bonus of throwable rock sized meteors that does 1d10 fire damage with a five foot radius, that whoever you choose must make a Saving Throw, taking half damage if they fail. You can throw these as a bonus action.

6: Call of the Supernova: Your rage only lasts three turns but can't be interrupted or stopped. Once your rage ends, you explode, dealing 3d10 (4d10 at 6th lvl, 5d10, at 10th lvl, 6d10 at 14th lvl, 7d10 at 17th lvl) fire damage to creatures of your choice within 15 ft (20 ft at 6th lvl, 25 ft 10th lvl, 30 ft at 14th, 40 ft at 17th lvl) of you if they fail a Con. Saving Throw, talking half if they succeed. However, after doing this, you can't rage again until you take a short rest.

Supernova Adept: At 6th level if you roll "Call of the Supernova" You can rage half as many times after going Supernova but can't go Supernova again until a short rest.

Celestial Rage: At 10th level, when you rage, roll 2d6 and take both effects, if you roll duplicate numbers, roll one again.

Supernova Master: At 14th level, when you roll "Call of the Supernova" you no longer lose your rages after going Supernova. You also can go Supernova again as many times as you roll it.


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