Path of Asura

by Atelier

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Path of Asura

To walk the Path of Asura is to walk the path of destroyers. Chain-breakers, Wheel-smasher and Obstacle removers who sees a barred door as something to be punched through so others may follow. Fate itself crushed by their fist. Direct and often lacking in subtlety, but sometime it's what the world needs, the more philosophical adhere might argue. Sometime, the only way to end a circle of death and suffering is to rage against the wheel and break it.

Fist of Asura

When you take this path at 3rd level, your unarmed attacks counts as melee weapon. while you are unarmed and you aren't wielding a shield, your unarmed strikes can deal bludgeoning damage equal to 1d12 + your Strength modifier on a hit and your unarmed strikes deal double damage to objects and structures.


While you're raging, you can take a bonus action to enhance your unarmed strikes. Until the start of your next turn, your unarmed strikes deal an extra 1d6 damage.

Stone Smashing fist.

Additionally, at 3rd level your destructive techniques can even weaken your enemies defenses.

While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to attempt to break their defenses. Make a Strength check with a DC equal to the target's AC. On a success, the target's AC is reduced by half of your proficiency bonus (rounded down) until it finishes a short or long rest. Its AC cannot be reduced in this way more than once.

Spirit Sundering Fist.

From 6th level your unarmed attack now counts as magical for the purpose of overcoming resistance and immunity. While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to change one of its damage immunities into resistance, or remove one of its damage resistances, until the start of your next turn.

Killing intent

Additionally, at 6th level, your sheer presence can freeze your opponents in their track and make people comply to your demand. You gain a bonus to your Charisma (Intimidation) checks equal to your Strength modifier. In addition, you can expend one use of your Rage to make a Charisma (Intimidation) check with advantage.


You also have advantage on your passive insight against deception from hostile creatures, as creatures also have trouble hiding their killing intent from you.

Spell Splitting Fist

At 10th level, you strikes can rip apart even magic. When you are subjected to a spell effect that allows you to make a Dexterity saving throw to take only half damage, you can use your Strength modifier instead of your Dexterity modifier for the save, taking no damage if you succeed on the saving throw. Additionally, on a success you also prevent the damage to one other creature within 5 feet as you shield them. You can use a reaction, before using this feature, to move up to half your movement, drawing opportunity attack as normal.

Samsara Shattering Fist

At 14th level, you strikes damages your enemies karmic connection to Samsara, altering their fate in your favor.


While you're raging, immediately after you hit a creature with an unarmed strike, you can take a bonus action to remove any proficiency bonus they have on saves, that last until the creature fails a save.




































Art from Asura's Wrath by Capcom

 

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