Whether it be with light or darkness, I will stop them!
Part of the upcoming Horrors of the Blighted Woods.
Hello everyone! Hope you like yourself some Barbarians, because I have created a brand new subclass, called the Path of the Twilight Rampart. It's a bit of a defensive subclass, focused around walls, making it unique amongst the plenty of other barbarians one might find. What do you think about it?
If you want access to the PDF of the subclass, alongside countless other subclasses, you can get them if you join us on Patreon!
PATH OF THE TWILIGHT RAMPART
These warriors are blessed by the twilight, their rage imbues them with light over which they have full control and use these powers to control the flow of battle, separating their foes, and protecting their friends. A beacon in the darkness of the world, many aspire to obtain their favor.
Eyes of Twilight
You are accustomed to the brightest lights, and darkest shadows. You can’t be blinded and can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. At 10th level this range increases to 120 feet.
Walls of Light
At 3rd level, When you make an attack with a weapon you can create streaks of darkness or light which carve the battlefield. Once per turn when you make a melee weapon attack while raging, you infuse your weapon to change the strike into pure light or darkness. you create a wall that is 10 feet tall, 30 feet long and 3 inches wide.
A wall of radiance or darkness that is 10 feet tall, 30 feet long and 3 inches wide emanates from your weapon in a direction you choose. Each creature that starts their turn in the line or enter the area for the first time on a turn must make a Dexterity saving throw (DC= 8+ your Constitution modifier + your Proficiency Bonus). The wall blocks line of sight, isn’t solid and lingers until the start of your next turn
According to if you choose light or darkness, the wall has different properties as listed below:
Light: A creature takes radiant damage equal to your barbarian level on a failed save. The wall sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Darkness: A creature takes necrotic damage equal to your barbarian level on a failed save.
At 6th level, you mastery over the light expands, the walls that you create generate additional effects:
Light: Once per Wall, when a creature is damaged by the wall, you can use your reaction to force them to make a Constitution saving throw. On a failed save, the creature becomes blinded until the start of your next turn. In addition if the wall overlaps with an area of magical daylight, you can choose to detonate it. Each creature in the daylight takes damage equal to the damage caused by the wall, and the wall and magical daylight then ends.
Darkness: Once per Wall, when a creature is damaged by the wall, you can use your reaction to force them to make a Strength saving throw, on a failed save, the creature becomes restrained by tendrils of darkness until the start of your next turn. In addition if the wall overlaps with an area of magical darkness, you can choose to detonate it. Each creature in the darkness takes damage equal to the damage caused by the wall, and the wall and magical darkness then ends.
Heir of Twilight
At 10th level, you can cast the daylight and darkness spells at will, without requiring material components. When you cast the daylight spell in this way, the bright light created by the spell is considered daylight. When you cast the darkness spell in this way, you can select a number of creatures equal to your Constitution modifier, which can see through the darkness created by the spell.
At 14th level, the walls that you create can now be up to 60 feet long.