Barbarian
Base Class: Barbarian

The Unholy Mass Cult is a group of evil patrons which take souls in exchange for muscle and endurance. The Unholy Mass Cult patrons wish to see their followers become all powerful and assist them through small spectral entities known as Coaches. The demands of the patrons are varied, but generally involve sacrifices of weak souls in their names.  

Members of the Unholy Mass Cult have forfeited their souls for massive benefits. Half-Warlocks that enhance their bodies and use unholy magic through their rage. They collect souls for their patrons and become massive in exchange. 

Spellcasting

Starting at 3rd level, you can learn and cast Barbarian spells using Constitution as your spellcasting modifier.

Known Spells: You learn two cantrips of your choice and two 1st-level spells from the Barbarian spell list shown below.

Learning Spells: You learn new cantrips and spells as specified in the Barbarian spell table below. You may only learn spells for which you have a spell slot. 

Spells Slots: You have 2 spell slots, and gain an additional one at 6th level. All of your spell slots are of the same level, and they all increase level at the specified levels of the Barbarian Spell table below. You regain all expended spell slots after a short or long rest.

BARBARIAN
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOTS
LEVEL
3rd 2 2 2 1st
4th 2 2 2 1st
5th 2 3 2 1st
6th 2 3 3 1st
7th 2 4 3 2nd
8th 2 4 3 2nd
9th 2 5 3 2nd
10th 3 5 3 2nd
11th 3 6 3 2nd
12th 3 6 3 2nd
13th 3 7 3 3rd
14th 3 7 3 3rd
15th 3 8 3 3rd
16th 3 8 3 3rd
17th 3 9 3 3rd
18th 3 9 3 3rd
19th 3 10 3 4th
20th 3 11 3 4th

 

Barbarian Spell List

Cantrips: Blade Ward, Booming Blade, Create Bonfire, Green-Flame Blade, Guidance, Lightning Lure, Poison Spray, Primal Savagery, Resistance, Shillelagh, Shocking Grasp, Sword Burst, Thorn Whip, Thunderclap, True Strike, Word of Radiance (Doom).

1st-level spells: Absorb Elements, Armor of Agathys, Arms of Hadar, Burning Hands, Catapult, Charm Person, Command, Earth Tremor, False Life, Frost Fingers, Hellish Rebuke, Hex, Inflict Wounds, Longstrider, Searing Smite, Shield, Thunderwave.

2nd-level spells: Aganazzar's Scrocher, Aid, Cloud of Daggers, Enhance Ability, Flame Blade, Magical Weapon, Rime's Binding Ice, Shadow Blade, Spiritual Weapon.

3rd-level spells: Bestow Curse, Catnap, Conjure Barrage, Fear, Haste, Life Transference, Lightning Bolt, Pulse Wave, Sending, Thunderstep.

4th-level spells: Death Ward, Dimension Door, Fire Shield, Freedom of Movement, Grasping Vine, Shadow of Moil, Hallucinory Terrain.

Unholy Coach

Starting at 3rd level, your Mass Patron summons a small spectral entity known as a Coach to assist you for the day. It is invisible, untangible and always hovers nearby you. They can only communicate with you, and they do so in a cryptic manner. They do not take any actions on their own and generally only serve as eyes and ears for the Mass Patrons.

While you are raging and Bloodied, you can command your Coach to cast spells you know without the need for any verbal, somatic or material components. This action takes the spell's normal Casting Time and expends the appropriate spell slot.

As your Coach is casting (and not you), you may effectively cast spells while raging. Your Coach may concentrate on a single spell at a time. If you are hurt, they must make a Concentration saving throw using your Constitution modifier and proficiency.

Bloodied Condition

A character is considered Bloodied if their current hitpoints are under half of their maximum hitpoints.

Daily Patron

Starting at 3rd level, you start each day by striking a bargain with one of the Mass Patrons for the day. You must go through all five patrons before being allowed to select the same patron again.

The Deathskull

Master of muscles and mass. No one gets in your way.

  • You gain proficiency on Strength (Athletics) checks. If you were already proficient, you gain advantage instead.
  • You and anything you are wearing grow one size larger.
  • After hitting a creature with a melee attack on your turn, you can try to grapple or shove the target as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short rest.
The Superset Master

Master of Endurance and Willpower. No one can stop you, not even yourself.

  • You gain proficiency in Wisdom saving throws. If you were already proficient, you gain advantage instead.
  • If you are Bloodied, you may use your reaction to gain temporary hitpoints equal to (1d10 + your Constitution modifier) until the start of your next turn. The amount increases by 1d10 at level 10.
  • You gain resistance against one type of damage chosen at the start of the day.
The Patron of Charm

Master of Charm and Vision. Make friends to push yourself harder. Vision is essential for future.

  • You gain proficiency on Charisma (Persuasion) checks. If you were already proficient, you gain advantage instead.
  • You can see invisible creatures.
  • As a bonus action, you can try to charm a target creature within 30 feet of you for 1 minute. The target must succeed a Wisdom saving throw against your Persuasion check or be charmed.
The Patron of Recovery

Master of resting and repairs. The body can only grow stronger if it is given time to heal itself.

  • You gain proficiency with Smithing Tools. If you were already proficient, you gain advantage instead.
  • You know the Create Food and Water spell, which you can cast once per day without expending a spell slot.
  • If you are eating and/or drinking, you only need 10 minutes to take a short rest and you may add your Constitution modifier again on all Hit Dice spent for healing during that short rest.
The Patron of Legs

Master of speed. Using occult techniques, your legs are empowered and push your movement limits.

  • You gain proficiency on Strength (Athletics) checks. If you were already proficient, you gain advantage instead.
  • Your jumps' distance are doubled and do not cost movement.
  • If you make an attack using a weapon during a jump, you may choose to take a -5 penalty to the attack roll; if the attack hits, you add +10 to the attack's damage.

Coach Energy

Starting at 6th level, you attune to your Coach's energy. Once per round, you may make a weapon attack as a free action if your Coach casts a spell. You also gain a better understanding of its cryptic messages.

Pushing the Limits

Starting at 10th level, you can push the limits of your body. At the start of a turn that you are raging, you can sacrifice as many hitpoints as you'd like and store them into your Mass Pool as free action. For as long as you are raging, you may use a reaction to gain back as many hitpoints as you'd like from your Mass Pool.

Additionally, if you are at Death's Door, any spell cast through your coach is considered to be one spell slot higher than the expended spell slot.

Death's Door Condition

A character is considered at Death's Door if their current hitpoints are under one-quarter of their maximum hitpoints.

Cult Regular

Starting at 14th level, you can select two Mass Patrons per day through the Daily Patron feature. You can also select the same Mass Patron on consecutive days.

Path Of The Unholy Mass Cult Image

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