Barbarian: Path Of The Tenno Rhino

by CakeSlayer

Search GM Binder Visit User Profile

Barbarian: Path Of The Tenno Rhino (Ver. 2)

Level Barbarian Path Feature
3 Void Charges, Rhino Charge
6 Iron Skin
10 Roar
14 Rhino Stomp

Void Charges

At 3rd level, you gain Void Charges. You may use the charges to augment your abilities to be even stronger and have secondary effects.

Some of these abilities require creatures to make Saving Throws, your Spell Save DC is 8 + your Con Modifier + your Prof Bonus.

You have a number of Void Charges equal to your Con Modifier and regain all your charges after a long rest.


Rhino Charge

Also at 3rd level, you can break through the enemy lines. As an action, you may charge in a straight line up to 30 feet and any creatures in your path must make a Dex Saving Throw. On a fail, they are shoved 5 feet to the left or right of the line you charged in, it is your choice but a creature who is at the end of you charge is pushed 5 feet back and takes a number of d6 bludgeoning damage equal to your Rage Damage. On a success, creatures are still shoved but take half damage.

At 6th level, this ability counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Using this ability counts as attacking a hostile enemy and does not end your rage on your turn.

Ironclad Charge: For 1 Void Charge, on a fail the creatures are also knocked prone. This ability must be declared before the creatures make a Saving Throw.


Iron Skin

At 6th level, when you rage you gain a thin coating of iron. Your AC increases equal to half your Prof Bonus.

Iron Shrapnel As an action and at the cost of 2 Void Charges, you can lose the AC bonus to send shrapnel flying in a 15ft radius originating from you. Creatures within the radius must make a Dex Saving Throw. On a fail, they take 1d8 magical piercing damage. On a success, they take half damage instead.

At higher levels, This abilities damage increases by 1d8 when you reach, 10th level (2d8), and 14th level (3d8).

Once you use this ability, as a bonus action and 1 Void Charge you can regain Iron Skin. You may reactivate Iron Skin twice before needing a long rest.


Roar

At 10th level, as a bonus action you let out a huge roar empowering your allies.

Select a number of creatures within 60ft equal to your Prof Bonus. These creatures gain +5 to their Attack Rolls until the beginning of your next turn.

Piercing Roar: As an action rather than a bonus action and the cost of 2 Void Charges you can use Piercing Roar and you can also make a number of creatures equal to your Prof Bonus make a Cha Saving Throw. On a fail, those creatures take 3d6 psychic damage and are frightened of you till the beginning of your next turn. On a success, they take half damage instead.


Rhino Stomp

By 14th level, you can use your rage to shatter the earth around you.

As an action, you can do a ground shaking stomp in a 20ft radius originating from yourself. Creatures within the radius must make a Dex Saving Throw. On a fail, the creature takes 2d12 force damage and is knocked prone. On a success, the creature takes half damage instead.

Reinforced Stomp: You can pay 2 Void Charges and make the creatures within the radius make a Con Saving Throw instead. On a fail, they are stunned and take 2d12 force damage. On a success, they take half damage and are knocked prone.

Created by u/CakeSlayer

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.