Highest Habitat
At 3rd level, when you adopt this path, you become acclimated
to high altitude, including elevations above 20,000 feet. You
also become adapted to cold climates, as described in chapter
5 of the Dungeon Master's Guide.
Become the Mountain
Starting when you choose this path at 3rd level, your form and
equipment dramatically expand and becomes craggy and
rocky in appearance when you enter your rage. While you're
raging, your size becomes Large, unless you were larger, your
reach increases by 5 feet, and you cannot be moved against
your will or knocked prone. While Large, your size doubles in
all dimensions, and your weight is multiplied by eight.
Additionally, while raging, you gain a number of temporary
hit points at the start of your turns. The number equals your
Constitution modifier.
Steep Ascent
Beginning at 6th level, the ground within 10 feet of you is
considered difficult terrain while you are raging. Creatures
that are prone while within this area must use twice as much
movement to stand up.
Dizzying Heights
Beginning at 10th level, you can use your action to generate a
wave of vertigo inducing vibrations. When you do so, all
creatures standing within 10 feet of you must succeed on a
Constitution saving throw (DC equal to 8 + your proficiency
bonus + your Constitution modifier) or fall prone. Once you
use this feature, you must finish a short or long rest before
you can use it again.
Tallest Peak
Starting at 14th level, when you enter your rage you can
choose to have your size become Huge, unless you were
larger. While you are transformed in this way, your reach
increases by 10 feet, you gain resistance to all damage, and
you are immune to poison and disease. While Huge, your
sizes doubles in all dimensions an additional time, and your
weight is multiplied once again by eight.
If you are poisoned or diseased when you enter your rage,
the effect is suspended for the duration of the rage. Once you
have used this feature, you must complete a long rest before
you can do so again.
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