Homebrew:Path of the Horned King: Difference between revisions

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[[file:cosmic juggernaut.jpg|right|thumb|500px]]
[[file:horned king.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Path of the Cosmic Juggernaut subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Path of the Cosmic Juggernaut subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Within the depths of the Astral Plane are the githyanki, psions who manifest their intellect and force of will to shape reality around them. Barbarians who follow the Path of the Cosmic Juggernaut manifest similar power. When they enter a rage, they enter an intensely focused state, channeling psychic energy and draw upon the Astral Plane to bend time and space itself.
Since ancient days, men have gathered to honor the gods of the hunt—but every so often, one of these cults is truly devoted to Baphomet, the Horned King, the father of minotaurs. Those that knowingly and willingly beseech the demon prince's favor are endowed with ebon horns and a violent temper, making them little more than beasts hiding beneath a man's flesh.


The power of a Cosmic Juggernaut can physically manifest itself in different ways. At your option, you can pick from or roll on the Cosmic Juggernaut Barbarian Quirks table to create a quirk for your character.
{{sidebar|content1class=left|content1=Giving one's self over to the beast is a dangerous but powerful process. And a delight to watch.|content2class=right|content2=TASHA}}
== Ebon Horns ==
''3rd-level {{PAGENAME}} feature''


{| class="wikitable"
Starting at 3rd level, when you choose this primal path, you undergo an abominable transformation as part of the ritual of the Horned King. From your skull grows a pair of black horns, allowing you to use them as unarmed strikes and melee weapon attacks. When you hit a target with your horns, you deal piercing damage equal to 1d10 + your Strength modifier. When you reach 10th level in this class, this damage die increases to 1d12.
|+ Cosmic Juggernaut Barbarian Quirks
! d6 !! Quirk
|-
| 1 || Your hair and clothing flow upwards or sideways instead of down.
|-
| 2 || You move unnaturally fast or slow when performing menial tasks.
|-
| 3 || Tiny objects near you sometimes start to float a few inches into the air.
|-
| 4 || You like to snack on small rocks and minerals.
|-
| 5 || You frequently find metallic objects loosely stuck to your body.
|-
| 6 || Your legs' motions don't always line up with how far you move.
|}


<blockquote><h4>Psionic Rage</h4>
If you already have horns as part of your race, you can choose whether to use the statistics of your race's horns or the horns provided by this subclass.
Because your rage is fueled by psionics, think of different ways your barbarian features might manifest. For example, the damage resistance you gain from your rage might be because you transmute your body into iron while raging. Danger Sense and Feral Instincts could be the result of seeing shadows of events just before they occur, and Fast Movement might represent you bending space to shorten the distance between you and your destination.</blockquote>


== Psionic Shunt ==
== Run of the Bull ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You can bend space and move matter to manipulate your surroundings. As a bonus action, you can move a Large or smaller creature or object that isn't being worn or carried. The target must be within 30 feet of you and you can move it up to 10 feet in any horizontal direction. If the target is a creature, it must succeed on a Strength saving throw to avoid being moved (DC 8 + your proficiency bonus + your Constitution modifier). When you reach 10th level, the distance increases to 20 feet.
Bloodlust seizes you. You can take the Dash action as a bonus action while raging.
 
Additionally, whenever you move at least 20 feet in a straight line toward a target and hit it with your horns on the same turn, the target takes additional damage equal to your Strength modifier.
 
== The Horned King's Favor ==
''6th-level {{PAGENAME}} feature''


If the target strikes something during this movement, the target and what it strikes each take 1d6 bludgeoning damage. If the target strikes a creature, the creature can make a Dexterity saving throw against the same DC to avoid this damage. When you reach 10th level, the damage increases to 2d6.
Starting at 6th level, attacks made with your horns count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.


{{sidebar|content1class=left|content1=A reality check for those still confused about what keeps our feet on the ground.|content2class=right|content2=TASHA}}
== Beast of the Labyrinth ==
== Transmute Terrain ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You can transmute the terrain around you as you move to ease your passage. Moving through difficult terrain costs you no extra movement.
Those that devote themselves to the Horned King or give into his rituals become beasts among men—and no true predator ever gets lost. Starting at 6th level, you can perfectly recall any path you have traveled.


Moreover, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. While raging, you can remain standing on the surface or liquid, rather than falling at the end of your move.
Additionally, you can psychically track prey. As an action, you can designate one creature you can see as your prey. For the next 10 minutes, you can use another action to learn the current distance and direction to the target if it is on the same plane of existence (but not necessarily the shortest or safest route). You must concentrate to maintain this connection, as if concentrating on a spell. You can only have one designated prey creature at a time.


== Matter Over Mind ==
== Strength in Bloodlust ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


Your strength of body grants you strength of mind. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to make a Constitution saving throw against the effect instead.
At 10th level, your descent into bloodlust quickens, lending you strength. When you hit a creature with your horns while you're raging, you can deal extra damage equal to your proficiency bonus.


== Gravity Smash ==
== Baleful Bull Rush ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You can use your action to strike the ground, distorting time and space around you. Each creature within 10 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be lifted 5 feet upwards and become stunned and suspended in the air until the end of your next turn. You can use this feature only once per rage, and your rage doesn’t end early if you end a turn during which you use this feature.
When you charge forward, it is with the malice of the Horned King himself, allowing you to slip through planes of existence in a burst of speed.
 
At 14th level, when you take the Dash action while raging and can see your prey (as per the Beast of the Labyrinth feature), you enter the Border Ethereal until you've reached your target, stopped moving toward your target, or have used all of your movement speed.
 
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray. You can't see anything more than 60 feet into that plane, and you can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
 
If you emerge from the Ethereal Plane within 10 feet of your quarry after using this feature, your attacks against the creature on this turn deal an additional 1d12 damage.


[[category:homebrew barbarian subclasses|Cosmic Juggernaut]]
[[category:homebrew barbarian subclasses|Horned King]]

Revision as of 00:36, 7 February 2024

File:Horned king.jpg

(OOC: This is an implementation of the Path of the Cosmic Juggernaut subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Barbarian

Since ancient days, men have gathered to honor the gods of the hunt—but every so often, one of these cults is truly devoted to Baphomet, the Horned King, the father of minotaurs. Those that knowingly and willingly beseech the demon prince's favor are endowed with ebon horns and a violent temper, making them little more than beasts hiding beneath a man's flesh.

Ebon Horns

3rd-level Path of the Horned King feature

Starting at 3rd level, when you choose this primal path, you undergo an abominable transformation as part of the ritual of the Horned King. From your skull grows a pair of black horns, allowing you to use them as unarmed strikes and melee weapon attacks. When you hit a target with your horns, you deal piercing damage equal to 1d10 + your Strength modifier. When you reach 10th level in this class, this damage die increases to 1d12.

If you already have horns as part of your race, you can choose whether to use the statistics of your race's horns or the horns provided by this subclass.

Run of the Bull

3rd-level Path of the Horned King feature

Bloodlust seizes you. You can take the Dash action as a bonus action while raging.

Additionally, whenever you move at least 20 feet in a straight line toward a target and hit it with your horns on the same turn, the target takes additional damage equal to your Strength modifier.

The Horned King's Favor

6th-level Path of the Horned King feature

Starting at 6th level, attacks made with your horns count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.

Beast of the Labyrinth

6th-level Path of the Horned King feature

Those that devote themselves to the Horned King or give into his rituals become beasts among men—and no true predator ever gets lost. Starting at 6th level, you can perfectly recall any path you have traveled.

Additionally, you can psychically track prey. As an action, you can designate one creature you can see as your prey. For the next 10 minutes, you can use another action to learn the current distance and direction to the target if it is on the same plane of existence (but not necessarily the shortest or safest route). You must concentrate to maintain this connection, as if concentrating on a spell. You can only have one designated prey creature at a time.

Strength in Bloodlust

10th-level Path of the Horned King feature

At 10th level, your descent into bloodlust quickens, lending you strength. When you hit a creature with your horns while you're raging, you can deal extra damage equal to your proficiency bonus.

Baleful Bull Rush

14th-level Path of the Horned King feature

When you charge forward, it is with the malice of the Horned King himself, allowing you to slip through planes of existence in a burst of speed.

At 14th level, when you take the Dash action while raging and can see your prey (as per the Beast of the Labyrinth feature), you enter the Border Ethereal until you've reached your target, stopped moving toward your target, or have used all of your movement speed.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray. You can't see anything more than 60 feet into that plane, and you can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

If you emerge from the Ethereal Plane within 10 feet of your quarry after using this feature, your attacks against the creature on this turn deal an additional 1d12 damage.