Coldfire Slam
Starting when you choose this path at 3rd level, you channel
the power of comets when you slam into enemies. While you
are raging, you can surround yourself with a layer of either fire
or ice. When you shove a creature, it takes damage equal to
your Strength modifier plus your rage bonus damage if you
win the contested ability check. The damage is cold or fire;
you choose the type of damage when you begin your rage.
Comet Dash
At 3rd level, the cosmic powers you emulate allow you to
barrel through your opponents. While you are raging, when
you move straight towards a creature and then make a melee
weapon attack or shove, the creature takes an additional 1d6
damage for each 10 feet you move straight toward it before
the attack or shove, up to a maximum of 3d6. This maximum
increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th
level. The damage is the same type as your Coldfire Slam.
Shoot Across the Sky
At 6th level, your speed empowers your ability to leap. While
you are raging, your jump distance is tripled, and you do not
take fall damage from a height of less than 100 feet.
Coldfire Aura
At 10th level, the comet that surrounds you expands. At the
start of your turn while you are raging, each creature within 5
feet of you takes 1d6 damage. The damage is the same type as
your Coldfire Slam.
Cosmic Charge
At 14th level, your charge is nigh unstoppable. When you take
the Dash action, you can move through the spaces of Large or
smaller creatures. Each creature you move through must
make a Strength saving throw (DC = 8 + your Strength
modifier + your proficiency bonus). On a failed save, they are
knocked prone.
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