Primal Path: Path of the Burning Star
When a barbarian following the Path of the Burning Star gets mad, they start to steam. Inside of them, created by the sheer pressure of their passion, is a small star. It shoots light and heat through them, empowering them even as their skin cracks and reveals the flames beneath.
Crucible of Rage
Starting when you choose this path at 3rd level, when you enter a rage and at the beginning of your turns while you are in a rage, you can choose to have your hit points reduced by an amount equal to your Constitution modifier. In exchange, you gain temporary health equal to double your barbarian level which lasts for as long as your rage does. For as long as you have the temporary health granted by this feature, any enemy that ends its turn within 20 feet of you takes fire damage equal to your rage damage + your Charisma modifier.
Expanding Star
At 6th level, you can cast the spell Enlarge/Reduce on yourself without using a spell slot and without components. Doing so doesn't require concentration from you, and the spell ends after its full duration or after you dismiss it. You can make use of this feature once per long rest.
Blinding Burning
Beginning at 10th level, whenever you are under the effects of one of the features given to you by this primal path, you shed bright light for 20 feet around you, and dim light for 20 feet further. Enemies within the bright light have disadvantage when attacking you unless they are immune to the blinded condition. Additionally, enemies that end their turn within 5 feet of you must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or be blinded until the end of their next turn.
Supernova
The star within you collapses as your rages come to an end, causing energy to rush out of your body. At 14th level, whenever you finish a rage that has lasted at least 1 minute, you can cause fire to rush out of your body. When you do so every creature aside from you within 20 feet of you must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier. They take 8d6 fire damage on a failed save, and half as much on a successful save. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Primal Path: Path of the Space Spirit
In space, nobody can hear you scream. Nobody can help you. You are alone, blinded by there being nothing to see, deafened by there being nothing to hear except the ancient howl of the void. By following the Path of the Space Spirit, a barbarian is able to harness this all-consuming madness and use it for their own gains.
Madness
Starting when you choose this path at 3rd level, when you rage you can force madness on yourself; the same madness that comes with wandering empty space by yourself for eternity. If you do so, for the duration of your rage you automatically fail saving throws against illusions. However, you also gain immunity to psychic damage, as well as the blinded, charmed, deafened, and frightened conditions. You do not need to breathe while in the rage. You gain blindsight out to 10 feet. When attacking a creature that does not have any of its own allies within 10 feet of it, your rage damage bonus is doubled against them and turned into psychic damage. When the rage comes to an end, you gain one level of exhaustion.
Aspect of Space
At 6th level, you have learned to channel the power of an aspect of space. Choose one of the options below. When you rage and force madness on yourself, you also gain the benefit listed. Once you've chosen an option you cannot change it.
- Ambient Energy: When you rage you become oversaturated with ambient energy. Any time you are hit by a creature within 10 feet of you that is wearing or wielding metal, they must succeed on a Dexterity saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or take 1d8 lightning damage.
- Ancient Howl: When you rage the air around you becomes filled with the howl of ruptured and dead stars. Creatures that start their turn within 10 feet of you or enter that space must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or be deafened for 1 minute. Creatures deafened by this feature cannot make verbal components of spells.
- Pure Light: When you rage unfiltered light emits from you, like starlight in the empty void of space. At the end of your turn choose a creature within 10 feet of you. They must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or take 1d10 radiant damage. A shapechanger makes this saving throw at disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until the beginning of your next turn.
Space Barbarian
By 10th level, you have adapted to the extra environment that is empty space. You no longer need to breathe, eat, or drink in order to survive, so long as you do so once a week. You gain resistance to cold damage and are acclimated to all cold temperatures, even the abyss of space. Your high jump distance is increased by your barbarian level. You gain darkvision out to 60 feet. If you already had darkvision, its range is increased by 30 feet.
Consuming Madness
At 14th level, you are able to force the madness of empty space on others. When you rage and force madness on yourself, you can use an action to attempt to force madness on another. Choose a creature within 15 feet of you that you can see. They must succeed on a Charisma saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or be consumed by madness. If they are consumed by madness, the creature is deafened, blinded, automatically fails saving throws against illusions, and gain vulnerability to psychic damage unless they already have immunity to it.
You must concentrate on this effect, as though as on a spell, giving it a duration of up to 1 minute. You can concentrate on this effect even while raging. When you make use of this feature, you can also choose to end your rage and thrust the full force of madness against the creature you targeted. If you do so, the creature has disadvantage on their saving throw, and the duration is increased to 10 minutes.
Primal Path: Path of the Black Hole
When a barbarian of the Path of Black Hole walks into the room, it gets quieter. People find themselves slow to react, their sword heavier in their sheaths. It is the crushing weight of inevitability that follows these barbarians, the instinctive knowledge that before them, nothing can stand.
Gravity Well
Starting when you choose this path at 3rd level, you can produce an incredibly strong gravity well when you rage. When entering a rage you can choose to create a gravity well centered on you with a 15 foot radius. While the gravity well is active, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks that interact with objects within the gravity well. Additionally, objects within the gravity well weigh half as much to you as they normally do. Other creatures however within the gravity well will have their movement speed reduced by 15 feet.
As a bonus action on your turn, you can try to pull a single creature within your gravity well toward you. Select a creature that is fully or partially within the gravity well. They must succeed on a Strength saving throw with a DC of 10 + your proficiency bonus + your Charisma modifier, or be pulled to an unoccupied space next to you. Creatures that are only partially within the gravity well make this save with advantage. You can also use this against objects, but they automatically fail the save if they are unanchored and more than half of the object is within the gravity well.
Gravity Burst
At 6th level, your raw power over gravity has grown. When in a rage you can choose the end the rage prematurely to create a gravity burst. When you do so, pick one of the following effects to occur:
- Gravity Assisted Jump: As an action, you summon the gravity you control and have it explode beneath you. Creatures within 5 feet of you must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier. If they fail they take force damage equal to your rage damage, and take half as much on a success. Additionally, you are propelled in one direction of your choosing, making a jump with a distance equal to your barbarian level times 10 feet.
- Gravity Strike: As a bonus action, as part of making a successful weapon attack, you focus the gravity you control into your strike. Your attack deals an additional 3d8 force damage.
- Gravity Wave: As an action, you cause the gravity you control to seize around you. Creatures within 15 feet of you must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier. If they fail they then take 1d8 force damage and are knocked prone. If they succeed, they take half damage and are not knocked prone. You must also make this saving throw, but you make it with advantage.
Improved Gravity Manipulation
Beginning at 10th level, you have mastered gravity manipulation to such a degree, that you can create minor effects even when not in a rage. As an action or bonus action, you can cause one of the following effects:
- Causing an object within 30 feet of you that weighs 20 lbs or less to float, move in the air, or turn.
- Decrease the weight of an object by half, so long as the obejct is fully within 30 feet of you.
- Double the weight of an object, so long as the obejct is fully within 30 feet of you.
- Opening an unlocked door or container, so long as the door or container is fully within 30 feet of you.
- Slow the movement speed of a creature within 30 feet of you by 5 feet. You can target the same creature multiple times with this effect.
You can keep a number of these effects up at the same time, equal to your Charisma modifier (minimum 1). These effects are invisible.
Additionally at level 10, the range of your gravity well from your Gravity Well feature increases to 30 feet.
Event Horizon
At 14th level, the strength of your gravity well has increased to the point that it is impossible to escape your grasp when your gravity well is active. When your gravity well is active you automatically succeed on grappling checks, and enemies automatically fail grapple checks against you.