Barbarian
Base Class: Barbarian

You were once a normal, law obeying or maybe disobeying creature. You lived your life, not thinking that one day you will be dragged in chains into the darkness of laboratories and your life will be changed forever. Endless days of torment, pain that broke your mind, and Drugs that washed away the last bits of your memory. Slowly, surgery after surgery, ritual after ritual you became new you. A mutated freak, barely sentient creature with an unquenching thirst for blood in hunger for meat. Those that are able to control Miscreants like you wield powerful tools that are able to wipe out guard units and leave behind carnage that will make even the most veteran of soldiers vomit. But more often than that, you will turn your claws against your creator, rip the person that tormented you to pieces, have revenge. And then what? Feed, feed and silence all those voices in your head.

Lesser Mutagens

Your rage and anger don´t come from your inner emotions, but rather a mixture of drugs and chemicals that permeates through your body as a result of experiments done on your body. Your fury is more brutal, your attacks hit harder and its almost impossible to bring your down. As a result of that, starting level 3 you gain access to Lesser Mutagens that you can activate whenever you enter your Rage. Whenever you use one of your mutagens, you can´t use it again until you finish a long rest.

List of Lesser Mutagens:
1) Bull´s Horns
- You spur a pair of Bull-like horns from your forehead, giving you an advantage whenever you attempt to shove or push anything. If you move at least 15 feet in a straight line before attacking, on hit, the target must Succeed on DC 13 Dexterity save or be pushed 5 feet away from you and knocked prone
2) Basilisk´s Scales
- Your body becomes covered in a thick layer of scales from mighty Basilisks. As a result, your AC is increased by 2, but your movement is reduced by 10 feet due to their weight
3) Bear´s Heart
- Your size is increased by one and you gain all bonuses and features of creatures of that size. Your Carrying Capacity is Quadrupled and you gain an advantage on Strength Checks and Saving Throws
4) Lupine Fangs
- You gain a strength-based Bite Attack which you are proficient with, deals 1d8 Piercing Damage and on hit applies Hunter´s Mark to the target. You don't need to concentrate on the Hunter´s Mark, however, you may have only one Hunter´s Mark active.
5) Hare´s Legs
- You gain the ability to jump 30 feet in the air. Fall Damage is halved before any other resistances. Should you land on a creature, you deal Xd8 Bludgeoning damage, where X equals every 20 feet of height, rounded up.
6) Feline´s Tail
- Your movement does not provoke attacks of opportunity and you ignore difficult terrain
7) Owl´s Eyes
- You gain Dark-vision up to 120 Feet and you can see colors. Should you already have Darkvision from any other source, the distance is increased to 300 feet
8) Eagle´s Claws
- Your nails turn into deadly claws you may use as a weapon, dealing 1d8 slashing damage.

Abhorent

Your creators were never really keen on if you are the pretties looking thing, nor did they care about the aftereffects of pumping you full of drugs before unleashing you into the arena. Due to that, starting at level 6 you gain advantage on Intimidation checks and whilst Raging you are immune to being Poisoned or Paralyzed.

Greater Mutagens

When a test subject shows greater resilience to the tests and survives for long enough, they are implanted with Greater Mutagenic glands, making the Miscreant even more powerful but at a cost. More strain upon its muscles, adrenaline overload, self-combustion, all of those are a threat should you choose to use those Mutagens. Starting at level 10 you gain access to Greater Mutagens that you may invoke at any moment as a Bonus Action. Only one Greater Mutagen can be active at the same time and you can only use this feature while raging. You may use every Mutagen without restrictions of Lesser Mutagens amount of times equal to your Proficiency modifier before having to finish a short or long rest. 

Greater Mutagens:
1) Titanic Gland
- For the next 1 minute you grow 1 size larger and gain all benefits and disadvantages of the respective creature size. Your Strenght score is increased by 4 and Carrying Weight is increased by 10 times. 
- Whenever you use your Reckless Attack feature, your attack deals 2d6 Thunder Damage in 10 feet radius to all creatures and objects. Objects take double damage from all your attacks.
- Once these effects wear over, due to the insane strain on your muscles, you are unable to move more than 10 feet, have a disadvantage on all ability checks and attack with disadvantage until the start of your next turn. Afterward, you suffer 1 level of Exhaustion
2) Demonic Gland
- For the next 1 minute you grow a pair of demonic wings and gain the ability to fly. Your Dexterity Score is increased by 4 and your movement speed is increased by 10 feet,
- Whenever you use your Reckless Attack feature, your attack deals extra 1d12 Fire damage and ignites anything flammable. 
- Once these effects wear over, you combust into flames, taking 1d12 Fire damage at the start of your turn for the next 1 minute. Those flames can be doused as normal flames
3) Slaanic Gland
- For the next 1 minute you become a Slaan creature, becoming a Construct in addition to all creature types. Your Constitution score is increased by 4 and you gain immunity to Slashing, Piercing and Bludgeoning damage from non-magical attacks.
- Whenever you use your Reckless Attack feature, your attack will knock the target prone on hit unless they succeed on DC 15 Strenght save
- Once these effects wear over you are petrified until you succeed on DC15 constitution saving throw.
4) Draconic Gland
- For the next 1 minute you become a Draconic creature in addition to all other creature types. Your Intelligence score is increased by 4 and you gain access to the following spells, which you may cast at will: Searing Smite, Hellish Rebuke and Faerie Fire
-Whenever you use your Reckless Attack Feature, instead of attacking you may breathe fire in a 15 feet cone in front of you. All creatures must succeed on DC15 Dexterity saving throw or take 4d6 Fire Damage. On Success, they take only half the damage. This fire ignites all flammable objects.
- Once these effects wear over you are stunned until the start of your next turn.
5) Djinnic Gland
- For the next minute you start to levitate and are able to speak and understand all languages. Your Wisdom ability score is increased by 4 and you gain resistance to lightning and thunder damage
- Whenever you use your Reckless Attack feature, you may choose a creature or an object in 30 feet radius that you can see, You will then teleport in front of that creature. 
- Once these effects wear over, you are blinded and deafened until the start of your next turn.
6) Rakish Gland
- For the next minute you become a devil in addition to all other creature types. Your Charisma ability score is increased by 4 and you gain access to Sneak Attack. Sneak Attack dice is equal to the same level for a rogue as half your overall level
- Whenever you use your Reckless Attack feature, on hit you may attempt to intimidate the target, on success target creature is Frightened
- Once these effects wear over, all friendly targets in 15 feet radius have to roll a DC15 Charisma saving throw or be Frightened of you.

Pinnacle of Evolution

Your body is a host of abhorrent mutations and chemicals which became more part of you than your original feeble flesh. They are more resistant and gain regenerative functions from their unholy origins. As a result, starting at level 14, at the beginning of your turn, you heal for Xd12 where X is equal to the amount of currently active mutagens. Additionally, whenever you use one of your mutagens until the start of your next turn your AC is increased by 1

Path Of The Miscreant Image

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