Barbarian
Base Class: Barbarian

The societies of the Hive don't usually need specialized warriors, but sometimes a member of the Hive becomes blessed to become a true champion. These select few protect the Hive from outside enemies and frequently seek out the Hive's enemies to destroy them. These individuals also settle wars between villages of the Hive in battles of might and strength between a champion from each side.

Psychic Call

Starting when you choose this path at 3rd level, when you start raging you can psychically link yourself with a enemy creature. If you do so the creature must succeed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), or be drawn to your call to battle. While it is affected,  it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this effect doesn’t restrict the target’s movement for that turn.

The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, if you end your turn more than 30 feet away from the target, or if you stop raging.

If the target drops to 0 hit points before your rage ends, you can use a bonus action on a subsequent turn of yours to call another creature to battle.

Hive's Blessing

Beginning at 6th level, you become blessed by the Hive. While raging, you have immunity to poison damage, immunity to the poisoned condition, and the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is poison.

Champion's Carapace

At 10th level, your affinity with the Hive allows you to grow armored chitin to protect you from your enemies attacks. While you aren't wearing armor, your AC equals 12 + your Dexterity modifier + your Constitution modifier. This chitin makes any critical hit against you becomes a normal hit.

Failsafe

At 14th level your chitin armor develops special properties allowing you to explode the chitin as a means of last resort. As an action, you can detonate the armor and cause each creature within 15 feet of you to make a Dexterity saving throw (the DC equals 8 + your proficiency bonus + your Constitution modifier), dealing 6d6 fire damage and 6d6 poison damage on a failed save, and half as much on a successful one. 

After exploding your chitin you lose the benefit of your Champion's Carapace feature. You regain the use of the Champion's Carapace feature after 1d4 long rests, giving your body time to regrow the armor.

Previous Versions

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11/12/2021 2:19:55 PM
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