Barbarian
Base Class: Barbarian

“When you’re in the ring - one hit - that’s all it takes. One good hit and you’re down. There’s no boxer in the world that could mangle me up the way that stuff in the yellow barrels did. There isn’t a word for what I’ve become. One good hit is all it took. I’m down, and now I need a way to get up again.”

Rage is often seen as a transformation of sorts and for barbarians this is even more true. The path of evolution, however, takes this metaphor to it's logical extreme. Whether by experimentation, chemical spill or some other more mystical means, barbarians of this path have learned to mutate their bodies to achieve their peak, becoming un-killable behemoths capable of levelling buildings.

Mutations

At 3rd level, when you adopt this path, you gain the ability to evolve and mutate your body to achieve a variety of powerful effects. 

When you rage, you gain the effects of one of your known mutations that lasts until your rage ends. You can activate more mutations as you level up.

Barbarian Level

Mutations active

Mutations Known

3rd

1

4

6th

2

5

10th

3

6

14th

4

7

Aether

You gain a fly speed equal to your walking speed.

Bone Armour

While not wearing armour you can use your reaction when hit by an attack to grant you a +5 bonus to AC until the start of your next turn.

Dangerous Spores

When you enter your rage with this mutation, you choose a point within 30 ft. A cloud of spores appears in a 10ft cube centred on the point. It remains for one minute, until your rage ends, you move more than 30 feet away from it or you use a bonus action to summon it at another point. Enemies that enter the area or start their turn their make a DC15 Constitution saving throw or take 1d6 poison damage

Hardened Organs

Any critical hits against you are treated as normal hits.

Hulking

Your size is increased by one category.

Impermeable

You gain resistance to acid, cold, fire, lightning, or thunder damage.

Indominable

Your Constitution score increases by 3, as does your maximum for that score. Your Constitution score and your maximum increase by 4 at 10th level, and by 5 at 14th level.

Mobility

You are immune to the grappled and restrained conditions. You can move through other creature’s spaces. If you end your turn inside an enemy’s space you make a contested Strength (athletics). The loser is pushed to a random adjacent space.

Potent

Your Strength score increases by 3, as does your maximum for that score. Your Strength score and your maximum increase by 4 at 10th level, and by 5 at 14th level.

Rapidity

Increases your speed by 15 feet. At 14th level, your speed increases by a further 5 feet.

Reconstruction

If you have at least 1 hp but less than half hp you regain hitpoints equal to twice your Constitution modifier.

Vestigial Limbs

Grants two vestigial arms, they can hold items and weapons with the light property. You can make two attacks with them as a bonus action. Their unarmed damage is 1d8.

Lasting Transfiguration

At 6th level, you learn to alter yourself even without the stimulating power of your rage.

You choose one of the following options as a permanent mutation. You can choose a second mutation at 14th level and a third at 18th level.

 

Hardened Skin

While unarmoured you gain a +1 to AC. This increases to a +2 at 10th level and a +3 at 16th level.

Mighty Gait

Increases speed by 10 feet and grants advantage on checks and saving throws to avoid being grappled or restrained

Muscle Mass

You gain advantage on checks made to grapple a target and your speed is not reduced when dragging a target.

Strong Metabolism

Grants immunity to poison damage and the poisoned condition.

Tough Claws

You gain a climbing speed equal to your walking speed and a burrowing speed equal to half your walking speed in soft earth.

Twisted Features

You gain advantage on charisma (intimidation) checks.

Versatile Adapter

At 10th level, your alterations can effect your skills and abilities.

You gain expertise in two skills of your choice. You can change these skills at the end of a long rest.

Shifting Monster

At 14th level, you have mastered your transformation and can alter yourself at will.

While raging you can use a bonus action to change one of your active mutations for another mutation you know.

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