Barbarian
Base Class: Barbarian

Path of the Alchemist Barbarians snort, smoke, and swallow medical concoctions, using these substances to achieve the ungodly power to shred enemies like wet paper while simultaneously destroying their body. These barbarian's sacrifice well-being for the destructive force of performance enhancing drugs.

Alchemical Genius

At 3rd level, when you choose the Alchemist Primal Path, your mastery over potion craft grants you proficiency with Alchemists' Supplies and the Arcana skill.

Alchemical Concoction

 Your alchemical genius extends even into hastily made combat enhancing potions. When you enter your rage, you can roll on the Alchemical Concoction table to determine the effect produced by your potion.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.


 

Alchemical Concoction

1-5

The Sage's Elixer- Your body twists and your eyes glow with light as you lift off of the ground. You are reduced to 1 hit point, your walk speed is reduced to 0 feet, but you gain a fly speed of 60 feet. You can cast magic-missile at will in place of any melee attacks you make if you take the attack action. This effect lasts 1 minute. When the effect ends you fall unconscious until you regain any number of hit points or finish a rest.

51-53

Straud's Blood- Madness and hatred seep into your mind and pulse through your veins. Every time you reduce a creature to 0 hit points, you gain 1d12 health. This lasts until your rage ends.

6-8

Dud- The potion you crafted was a dud, producing no effect. Nothing outside of the normal effects of Rage occurs.

54-56

Ripper- A screaming begins in your ears and spreads throughout you infecting you entire body with shaking vibrations. The spell shatter is cast on your current location effecting all creature in range including you.

9-11

Halfling's Hayweed- You become extremely relaxed and mentally faded. You are stunned until the start of your next turn.

57-59

Ser'nale- Your lungs begin to bellow a thick purple smoke that forms a 15 radius sphere centered on you, though not enveloping you. Anything that is enveloped by this smoke is knocked unconscious. Your lungs burn and you take 1d10 fire damage. At the start of your next turn, the smoke dissipates and any unconscious creatures wake up prone.

12-14

 Snake Oil- You can feel your muscles relaxing and loosening. Your Strength drops by 1d4 and your Dexterity increases by 1d4 + 1. This effect lasts until your rage ends.

60-62

 Diplometh- You feel your brain kicking into overdrive as it presses against your skull. If your intelligence is less than 20, it becomes 20. For the duration, you can use your reaction to impose disadvantage on any attacks against you that you can see. These effects last until the start of your next turn. After this effect ends, you take 2d10 psychic damage.

15-17

Dew Drops- You can feel magic ensnare your mind allowing you to connect with one creature that you can see. That creature becomes charmed by you and you become charmed by it. This effect lasts until your rage ends.

63-65

Red Caps- Your eyes go blood red. Whenever you reduce a creature to 0 hit points you can choose to take an extra action, but every time you use this effect you take 1d6 necrotic damage with this damage increasing by a number of d6 equal to the number of times this ability has been used this combat. This effect lasts until your rage ends.

18-20

Brain Rot- You enter a state of blissful euphoria and become charmed by everything you see until the start of your next turn. You are also immune to being frightened while this condition is active.

66-68

Torment Nectar- You isolate your rage to a focal point centered on one creature you can see. You and one creature of your choice fall under the effects of the compelled-duel which lasts until the end of your rage.

21-23

Jankem- Your body begins to shake and twitch as your eyes go wide. You can take one additional action this turn, but fall prone after ending your turn and take 2d12 bludgeoning damage.

69-71

Acid- You feel a burning sensation bubbling in your throat. You can cast the acid-splash cantrip in place of any melee attacks you make if you take the attack action, but every time you cast it you take 1d6 acid damage. This effect lasts 1 minute.

24-26

Lunar Slosh- Your pupils stretch to an inhuman size. You gain the blindsight out to a range of 120 feet radius until your rage ends. After your rage ends, you become blinded for 1 minute.

72-74

Polymorphine- Your limbs stretch in an inhuman way. You take 1d10 slashing damage. Your walking speed increases by 10ft. Your reach increases by 5ft. You have advantage on Dexterity Saving throws. These effects last until the end of your rage.

27-29

Gillium- Whenever opened, your mouth begins to eject a nearly infinite amount of water although the water evaporates after a few seconds. You can produce up to eight 5 by 5 foot cubes of water in the spaces around you every turn as a bonus action. This effect lasts until your rage ends.

75-77

Antibodies- Your skin tears once, and then again, slowly forming two copies of yourself. You take 2d8 slashing damage. The copies have 1 hit point each and cannot take actions. The copies move with you on your turn and, when hit by an attack, they use their reaction to take the damage in your place, evaporating after falling unconscious. These clones last until your rage ends.

30-32

 Nervall- You feel jolts flowing through you nerves. Anything you touch until the end of your turn becomes paralyzed until the start of your next turn. Afterwards you are paralyzed for a number of turns equal to the number of creatures you touched.

78-80

Mindgoblin- Your mind goes blank, unable to perform any sort of creative or intuitive thought. If your Intelligence is higher than 8, it becomes 8. You are immune to being charmed and frightened. This effect ends when your rage ends.

33-35

Crossfade- You feel your flesh tear out of sight. You gain the effects of invisibility and also take 1d10 slashing damage.

81-83

Rooted Beer- You feel a rumbling from your legs locking you to the ground momentarily. You feel roots rip out of you shooting into the ground. You take 1d12 piercing damage. Choose a number of targets you can see equal to your strength modifier. Those targets become grappled by roots until the end of your next turn.

36-38

 Dragon Tranq- You feel reality slowing around you. You gain the effects of time-stop. You can end the  then gain levels of exhaustion equal to the number of turns you took during the effects of the spell.

84-86

  Dragonfly- You feel your mind and body melt through time and space momentarily. You can see a limited amount of immediate actions about to be performed. You can take the dodge action as a bonus action at the end of each of your turns. This effect lasts until your rage ends.

39-41

 Ichor- You feel your pours stretch as you begin to ooze black liquid. You gain immunity to all nonmagical damage, but are weak to all other damage. This effect ends if you dismiss it as an action, or when your rage ends.

87-89

Paranoise- Your ears become so finely tuned that you can sense vibrations all around you. You gain blindsight out to a range of 60ft. This effect lasts for 1 minute. During the duration you are weak to thunder damage.

42-44

 Giant's Milk- You feel your veins pulse and twitch as your muscles surge. If you are smaller than large, you become large and gain +6 Strength until the end of your turn. At the end of your turn you take 2d6 psychic damage.

90-92

Krokodil- You vomit blood and and your flesh goes gray, sagging, shifting, and splitting you into a horrifying monstrosity. You take 3d6 necrotic damage. All creatures that can see you must make a wisdom saving throw or become frightened of you and take 1d6 psychic damage at the end of their turn if they can see you. This condition lasts until your rage ends.

45-47

Rütfather- You feel your blood bubble and you flesh foam. You can't take damage from falling and are immune to being moved outside of your own will. This effect lasts until your rage ends.

93-95

Devil's Dust- You immediately burst into a blaze. You gain resistance to fire damage. Anytime a creature, including you, ends their turn within 10 feet of you, they take 2d4 fire damage. This effect lasts until your rage ends.

48-50

Hadarium- You hear voices in your head and start seeing shadows out of the corners of your eyes. The spells arms-of-hadar and hunger-of-hadar are cast and centered on your current location, effecting all creatures in range including you.

96-100

Wailor- You enter a drug induced frenzy and can make 6 extra melee attacks if you take the attack action gaining one level of exhaustion for every extra melee attack you choose to make. You choose the number of extra attacks you wish to perform before you take the attack action. All levels of exhaustion are applied after your turn ends. This effect lasts until you take the attack action, or until your rage ends.

 

 

Concoction Connoisseur

At 6th Level, you have become more skillful at fast paced potion craft, allowing you to tailor your concoctions. You can edit the d10 (not the d100) of your Snort Smoke and Swallow rolls three times. This ability recharges after a short rest.

Law of Equivalent Exchange

Starting at 10th Level, the give and take of Alchemy has taught you how to take advantage of the adrenaline rush being near death brings. When your health is below half, you gain an additional 1d6* bonus damage for the first attack on each turn.


 *Number of increases based on level

1d6 at Level 10

2d6 at level 14

3d6 at level 18

Master of the Brew

Starting at 14th level, You have mastered the art of improvisational potion craft allowing you to brew up the solution to any situation. Whenever you roll on the Alchemical Concoction table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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