Barbarian
Base Class: Barbarian

Some barbarians discover they have an innate ability to summon weapons forged from their very bones. Whether this is seen as a divine blessing or a horrible curse, these brutal warriors use raging creations of their own body in deadly combat.

Bone Meld

Starting when you chose this path at 3rd level, you can chose to transform one of your limbs while you rage. If you do so, you transform your arm or leg into a weapon, or harden it to raise your defense.

Attack Meld

One of your limbs becomes a piercing weapon (appearance is your choice), that deals 1d6 + your strength modifier + your proficiency bonus piercing damage. Your meld attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. When your range ends, the bone meld disappears.

Defense Meld

One of your limbs becomes coated in a thick chitin. You gain +1 to your AC while raging.

Acidic Blood

Beginning at 6th level, your blood becomes acidic, toxic to any creature besides you. You gain resistance to acid damage. Whenever you take damage from a melee attack, you may choose to take an additional 1d4 damage, which can't be reduced in any way. When you do so, you deal 1d10 acid damage to the creature that hit you with a melee attack.

Permanent Meld

At 10th level, you gain mastery over your bone melding. You may summon one of your bone melds at will, which last until you choose to dismiss it or fall unconscious. You may activate a second meld as part of your rage. The damage of your attack meld increases to 2d6, and your defense meld gives you +1 to AC and advantage on Strength saving throws.

Lord of Bones

At 14th level, you gain the ability to incorporate other bones into your body. When you defeat a foe, you can choose to take its bones within 10 minutes of its death. Upon completion, you meld the bones of the creature into your form. You gain the following benefits while your enemies bones are incorporated in your form:

  • You gain 10 temporary hit points
  • Your bone meld attack deals 2d12 magical bludgeoning or piercing damage
  • Your defense meld gives you +2 AC and advantage on strength saving throws.

If you are reduced to 0 hit points, you lose all bones currently incorporated into your form. You must defeat a new foe and take its bones to reinstate these effects. You may incorporate one set of bone this way at a time.

Comments

Posts Quoted:
Reply
Clear All Quotes