Path of Astral Goliath


Barbarians who follow the Path of the Astral Goliath draw on the pressure and poise of the cosmos itself. Their rage manifests as shifting constellations and ripples of bent space, letting them impose their will on the battlefield with uncanny reach, sudden repositioning, and crushing presence. They become living anchors in the void, advancing through the fray with starborn resilience and gravity laden might.

Astral Mantle (3rd Level)

When you Rage, faint constellations ripple across your skin and motes of gravity swirl around you until the Rage ends.

Gravitic Stretch. Once on each of your turns while raging, when you make a melee attack, you can extend your reach for that attack by 5 feet. This extension applies before you choose targets or roll the attack.

Space Warp. Once on each of your turns when you hit a creature with a melee attack while raging, you can move the target up to 5 feet to an unoccupied space you can see. The movement must be directly toward you or directly away from you.

Astral Step. While raging, you can use a bonus action to teleport up to 10 feet to an unoccupied space you can see. You can teleport a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gravity Well (6th Level)

Your presence drags foes as if under a heavy tide. While you are raging, hostile creatures treat the area within 10 feet of you as difficult terrain as the ground warps your your pull.

When you use Reckless Attack, the first creature you hit before the start of your next turn must succeed on a Strength saving throw or be pulled up to 15 feet straight toward you. The save DC equals 8 plus your proficiency bonus plus your Strength modifier. A creature pulled in this way does not provoke opportunity attacks for the movement.

Cosmic Bulk (10th Level)

You stand like a singularity in motion. While raging, your movement ignores difficult terrain, and you can move through a hostile creature’s space if it is no more than one size larger than you. You cannot end your movement in another creature’s space.

You have advantage on ability checks and saving throws made to resist being pushed, pulled, knocked prone, or otherwise moved against your will. If you succeed on such a check or save while raging, you can choose to move up to 5 feet to a space you can see.

You gain resistance to force damage.

Event Horizon (14th Level)

You can collapse space around a foe with a crushing gesture.

When you hit a creature with a melee attack while raging, you can force it to make a Strength saving throw. The DC is equal to your Barbarian level. On a failed save, the creature takes 2d8 force damage and is restrained until the start of your next turn as gravity locks it in place. On a successful save, the creature takes half as much damage and its speed is reduced by 10 feet until the start of your next turn.

You can use Event Horizon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Back to Subclasses