Barbarian
Base Class: Barbarian

Those who choose the stacked path choose great physical strength, at the cost of an increasingly deteriorated mind as they continue to rage. These barbarians are true masters of chemicals, creating stacks of steroids to perform great feats of strength, stamina, and agility. 

'Roid Rage

Taking steroids, you enhance your physical and battle prowess. Your rage only lasts for 5 minutes, and you gain the following benefits (in addition to those granted by your normal rage):

  • You count as one size larger in terms of carry weight
  • You gain advantage on Dexterity checks and saving throws
  • Your muscles swell, giving an additional +1 to your armor class
  • Your movement speed increases by 15 feet

To enter your rage again before a long rest, you must use a full action to use your chemical enhancers. However, your physical body has limits. If you rage more than twice per long rest, you gain a level of exhaustion per rage over your limit. Your limit increases by one use at 6th, 10th, 14th, and 16th Barbarian Levels.  

Bulk's Blessing

Your use of anabolic steroids gives you an incredible physique, but your drive to become the most perfect version of yourself provides discipline in other ways

  • You gain proficiency with the Herbalism Kit
  • You gain proficiency in the Medicine skill, and one other skill of your choice. 
  • If you succeed a DC 15 Medicine check, you may expend a rage to restore 2d6+1 hit points to your target. This action does not drop your rage, or count towards your rage limit.

Your ability to use your rage for the good of others gets better over time. You increase the effectiveness of your steroids by 1d6 at 10th, 14th, and 16th levels. 

 

Chemical Warfare

Your expertise in creating steroid stacks allows you to customize their effects. Upon raging, you may choose one of the following three effects...:

  1. Bring it On!: As a bonus action during one turn while enraged, you may taunt all enemies within 20 feet of you. They must succeed a Wisdom saving throw equal to 10+your wisdom modifier, or the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  2. "(Unintelligible Screaming)!": Your mind becomes impervious to influence, as your sole focus becomes battle. You are immune to being charmed or frightened, and have advantage on any saving throw in for spells or abilities that would attempt to invade or influence your thoughts. However, you cannot communicate verbally or otherwise, and cannot understand any forms of communication, verbal or otherwise. 
  3. You're Next!: During your turn, if you reduce an enemy to 0 hit points with your first attack, you must move towards the nearest enemy, and use your next attack on them. You may add an additional half of your movement speed to your movement after reducing an enemy to 0 hit points. You may continue to do so for as many enemies you reduce to 0 hit points during your turn, and can only use this feature for each attack you have during your turn. If no enemies are within in range, you must use your full movement plus half towards the nearest enemy and your turn ends. You regain control of your movement at the beginning of your next turn.

Frenzied Master

Your obsession with steroids, getting huge, and working out has forced you to get creative with your workouts. Additionally, it gives you creativity in your fighting style. 

Any weapon you wield gain the thrown property. The effective distance is shown by your strength modifier x (10/25), and uses their regular damage stats. Additionally, your unarmed strikes now gain 1d6+1 damage. You can make two unarmed strikes per weapon attack. However, you take 1d4-1 damage per hit, as your muscles are too strong for your own good, and your bones begin to shatter under the force of your own impact. 

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