Path of the Striker

by Deadfire182

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Path of the Striker

"Be unafraid. You are the lightning, and the thunder after it." —Wei Ning

Strikers are barbarians that harness electricity and conduct it through them to decimate their foes. Using the shocking power of their rage, they are able to leap through the air to deliver crushing blows, only made more powerful by the sparking current surging through them. Often considered reckless or even foolhardy, they will throw caution to the wind for a chance to revel in glorious victory over a tough opponent. The enemy of a striker has two options when confronted: Move, or be moved

Fists of Havoc

At 3rd level, your rage manifests itself as a thunderstorm, with you as the lighting coursing through. You gain resistance to lightning and thunder damage while raging. In addition, when you begin your rage, and as an action during it, you may choose to slam your fists into the ground, creating a powerful shockwave. Each creature within a 10-foot radius of you must make a Dexterity saving throw vs a DC of 8 + your proficiency bonus + your Constitution modifier. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. You then begin to exhude a powerful static charge. Your unarmed strikes deal 1d6 + Str lighting damage for the remaining duration of your rage.

Your slam attack gains a damage die at 6th (4d6), 10th (5d6), and 14th (6d6) level.

Controlled Lift

Starting at 6th level, your natural electrical surges can lift you great distances through the air. The distance for your high and long jumps are tripled, and you halve the damage you take from falling. In addition, when you use your Fists of Havoc slam attack, the damage is increased by 1d6 for every 10 feet you have fallen immediately before using the attack, to a maximum number of dice equal to half your barbarian level

Positive Feedback

Beginning at 10th level, your resolve grows even stronger in the face of deadly circumstances. Whenever you make a reckless attack, you gain a number of temporary hitpoints equal to twice your constitution modifier, which last until the end of your next turn. While you have these temporary hitpoints, you may reroll a number of d6s on your Fists of Havoc slam attack equal to the number of temporary hitpoints you have from this feature. You must use these new rolls.

In addition, the radius of your slam attack increases by 5 feet (to 15 feet).

Thundercrash

At 14th level, you have attained mastery of the storm within, and can unleash its full might to devastating effect. During your turn, while you are raging, you may choose to thundercrash, granting you the following benefits:

  • You gain a flying speed equal to double your movement speed
  • The radius of your slam attack doubles (30 feet)
  • The damage of your slam attack doubles (12d6)

These benefits last until the end of your turn. If you are still in the air when you lose these benefits, you fall. Once you use this feature, you can’t use it again until you finish a long rest.


Art by Peter Lee