Combustion Barbarian

Kinetic Blast

At 3rd level, you gain the ability to fire kinetic blasts from a tattoo of a third eye on your forehead, channeling your physical strength into a devestating blast. The blast has a range of 60/180 feet, and deals 1d10 + Str. kinetic damage. This attack can be benefited by the bonus from you rage.

Metal Prosthesis

At 6th level, your metal prosthesis has given you enhanced abilities. You can expend your entire movement to leap into the air, up to a height of 10 feet per two barbarian levels you possess, and land within 25 feet of where you originated. You take no fall damage from this leap. However, if the point where you and is lower than the point where you originated, you still take half damage, but you always land on your feet.

As an action you use this to jump to target a creature for an attack, and on a hit the target takes an additional 1d6 damage of the same type as your weapon for every 10 feet you fall. Additionally, if you hit, you take no falling damage.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature two times between rests starting at 10th level, and three times between rests starting at 14th level.

Combustion Blast

At 10th level, as an action you may choose to fire a Combustion Blast. Your combustion blast does 4d10 + Str. kinetic damage, and all creatures within fifteen feet of the point of impact have to make a Dexterity saving throw, taking half damage on a succesful save. However, whenever you make this attack you must make a roll on a d20. If you roll a 1, the blast backfires, and you take 2d6 damage.

The DC of your Combustion blast equals 8 + your proficiancy + your strength modifier. You may use this a number of times equal to your Strength Modifier, and you regain all expended charges at a long rest.

Enhanced Prosthesis

At 14th level, your prosthesis give you more power. Your unarmed strikes deal 1d10 + Str. bludgeoning damage, and count as heavy weapons.

Also, when you need to make a dexterity saving throw against certain area of affect attacks such as fireball, you may make a Strength saving throw instead. You take half damage on a failed save, and no damage on a succesful save.