Yes, this is basically Starscourge Radahn, the subclass. I mean not exactly, I couldn’t fit all the powers of that boss in a single subclass without making it wildly overpowered, but it gets close enough to it where I’m happy with it. In addition, if I scratch all the Starscourge references, it still makes for a solid barbarian subclass on its own.
I’ll keep making gravity-based content for the near future, and wrap it all up in a neat compendium when it is done. In the meantime, enjoy! Support me on Patreon if you want more D&D content!
PATH OF THE STARSCOURGE
These barbarians exert control over gravity in order to enhance themselves in battle. Able to drag foes towards them and to shatter the earth, there is no running away from them. The most adept of this path receive the honorific name “starscourge”, as they are said to possess the power to stop the stars.
Starting at 3rd level, while you are raging, you can summon a wave of gravity that attract foes to you. As a bonus action, choose a creature within 60 feet of you. They must succeed on a Strength saving throw (DC = 8 + your Proficiency bonus + your Constitution Modifier) or be pulled 20 feet in a straight line towards you. Alternatively, on a failed save you can choose to knock the target prone instead.
Starting at 6th level, as part of entering a rage, you can rip apart the earth to empower yourself. Choose one of the following effects, it lasts until your rage ends.
Crushing Boulders. A formation of floating rocks hovers above you. As an action on each of your turns you can hurl a boulder at your foes. Choose one creature that you can see within 60 feet of you. Make a ranged spell attack against it, using your Constitution modifier. On a hit it takes 2d8 bludgeoning damage (this damage is considered magical). This damage increases to 3d8 at 10th level and to 4d8 at 14th level.
Rock Armor. Rocks cover your body, protecting it. Your AC increases by 2. The AC bonus increases at certain levels, to 3 at 10th level and to 4 at 14th level.
Rock Weaponry. You coat your weapons with boulders. To use this effect, the weapon must have the two-handed property. Your weapon becomes magical and on a hit, it deals an additional 2d4 bludgeoning damage. The damage increases to 3d4 at 10th level and to 4d4 at 14th level.
At 10th level, you can untether your body from the call of gravity. When you do so, you cast the fly spell, without using a spell slot or material components. Constitution is your spellcasting ability for the spell. In addition, you become immune to fall damage.
After you cast the spell in this way, you can’t do so again until you finish a short or long rest.
At 14th level, starting at 14th level, instead of one target, you can choose to have your Gravitational Pull ability target all creatures of your choice in a 30-foot cone in front of you, in the form of a massive pulse-wave. You can only choose one effect at a time (pull or prone), it applies to all targets.