Barbarian
Base Class: Barbarian

You fuse with Ug'Druzaug with yourself giving you the ability to use your body as a weapon and regenerate at an unhuman rate. 

Gifts of Drazoug

You gain a bite attack that deals 1d8 damage, a claw and slam attack that deal 1d6 each, and lose proficiency in all weapons, shields and armor. 

When raging you can use your reaction to half any damage you take by rolling on the very bad things table.

When raging and under half of your max HP your unarmed strikes deal 1d12 damage and heal you for an amount equal to your proficiency bonus each time you successfully attack a creature.

Having a body made for war comes at a cost. You take a -10 penalty to all ability checks other than strength and constitution based checks and initiative as your body is built for war and war alone.

Very bad things table - 

Very bad things - When you roll on the very bad things table roll a d12, if you roll a 8-12 the effect is dependent on the type of damage taken, you choose the type if there are multiple damage types. If a time is not specified, all effects caused by rolling on this table subside after taking a long rest and all missing body parts regenerate.

1.)

Decapitated - Your head falls over, it has hit points equal to four times your level, an AC of 10 and +0 to all saves. It can be used as a thrown strength weapon that you are proficient in, dealing 1d4 bludgeoning damage with a range of 150/600. Your head and body have a temporary telepathic link over any distance. If your head is destroyed your body is blinded, deafened and under the effects of a Feeblemind spell until you regrow your head over a long rest, your head can make bite attacks or grappling attempts using your actions. Your severed head dies after one day if not reattached. 

2-4.) 

Disarmed - Lose an arm. You may pick up your arm to be used as a weapon you are proficient in that deals 2d6 bludgeoning damage and can be eaten as an action healing yourself by a number of hit points equal to your level. (Can lose an arm twice)

5-7.)

Leg amputation - Lose a leg. -10 movement speed. You may pick up your leg to be used as a weapon you are proficient in that deals 2d6 bludgeoning damage and can be eaten as an action healing yourself by a number of hit points equal to your level. (Can lose a leg twice)  

8-12)

Special 

Acid - Your body becomes bloated with acid, for the next minute anytime you get hit with an attack you and every creature within 10 feet of you take acid damage equal to your level. 

Bludgeoning - You shatter your spine and can’t feel the lower half of your body. You gain temp HP equal to twice your level until the end of your next turn but are also restrained until the end of your next turn. 

Cold - Your speed is halved for the next minute, and you gain the poisoned condition for that time as well. Your unarmed attacks deal extra cold damage equal to your level. 

Fire - Catch fire, take fire damage at the end of each turn equal to your level. Can be put out by using an action that or be doused in water. Any creature without fire immunity that starts its turn within 5 feet of you will catch fire as well. 

Force - Roll on the wild magic table twice, your DM picks the worst option between the two. 

Lightning - You become stunned until the end of your next turn, but are under the effects of a haste spell (no concentration required) for the next minute. 

Necrotic - You vomit black bile that emits spores. Any corpse within 30. If no corpses are within 30 feet of you, you instead vomit out incorporeal undead such as ghosts.  

Piercing - You get Impaled by a weapon, and the weapon becomes stuck in your body. The weapon attack deals no damage at first, but deals double the damage it would have when removed. A creature may use an action to remove the weapon or ammunition. 

Poison - You gain the poisoned condition for the next minute. When poisoned in this way any creature that hits you with a melee attack takes poison damage equal to your level. 

Psychic - You take no damage from this attack but automatically fail your next Int/Wis/Chr saving throw within the next minute. 

Radiant - You become bioluminescent. You take a -10 penalty to stealth and AC for the next minute and glow brightly. You deal extra radiant damage equal to your level. You shine bright light for 30ft and dim for 300.

Slashing - Gain a level of exhaustion. Gain temp HP equal to four times your level that lasts for one minute as your body fills with adrenaline.

Thunder - You are pushed back 20 feet away from the source of the damage and your eardrums rupture for the next minute, causing you to not be able to hear. You gain resistance to thunder damage for the next minute. 

 

Rage into death -

You can remain in rage even when unconscious, and making a death save keeps up rage the same way taking damage would. When in rage you add your proficiency bonus to your roll when making death saving throws. If you roll a 20 or above on a death save, or stabilize by rolling a third successful save you gain one hit point.

Aggressive actions -

You are the first to jump into any fight. You gain one HP per player level, and one HP per player level after this. You also gain the ability to jump a number of feet equal to your movement speed. 

Undying -

You gain a second reaction per round, that can only be used to roll on the very bad things table. You also undo all negative effects with an unspecified time limit on a short rest instead of a long rest. 

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