Base Class: Barbarian
Barbarians are defined by their rage. Channeling emotion to unleash waves of destruction upon their enemies. Some Aberrations have been known to feed off this emotional overload. Once in a blue moon a symbiotic Aberration encounter will find the Aberration attaching itself to the Barbarian in the hopes of forming a 'perfect bond'. The two benefit each other granting the Barbarian superhuman abilities and for the Aberration, a relative feast of emotional energy. This can either lead to a fractured psyche, pitting the Aberration against his Barbarian host or bring them to become one singular symbiotic being. Together they can master their shifting abilities to wreak havoc on any that stand before them.
Camouflage
Starting at 3rd level you gain the ability to work with your Aberration and can use the Camouflage ability.
Camouflage . As an action, you can change your appearance. You determine the specifics, including your shape, texture, coloration, hair length, sex, height, and weight. You can look like an object or another race, though none of your game statistics change. You can also adjust your height, weight, and can increase your size from small to medium or medium to large.
You can’t duplicate the appearance of an individual you’ve never seen.
You can hold this form for 1 minute.
While in another form gain advantage on stealth and deception roles.
Maintaining this shape drains the Aberration of it's energy. Once you use this feature, you can’t use it again until you finish a long rest.
At levels 6 and10. Gain an additional charge.
Symbiotic Skin
Starting at 3rd level you gain the ability to work with your Aberration and can use the Symbiotic Skin ability.
Symbiotic Skin. As a bonus action or reaction, you can incase yourself with a layer of your Aberration's protective skin. When you use this evolution, gain a +1 to AC. This evolution lasts for 1 minute or until you are knocked unconscious. Upon use, your size increase to one size larger with a maximum size of Large. On your turn, you may also use a bonus action to end this effect.
Upon use, you automatically enter rage. If rage is not available the skin is used for one turn then retreats back within you and you may not use this ability until after your next long rest.
First Evolution. At level 6, Symbiotic Skin no longer requires rage to use and has adapted to resist certain attacks. Choose 1 damage type to become resistant to with the exception of thunder. When hit with thunder damage your Symbiote Skin resistances fail to function until the end of your next turn.
Second Evolution. At level 10, Symbiotic Skin has further adapted to resist certain attacks. Choose 1 additional damage type to become resistant to with the exception of thunder. When hit with thunder damage your Symbiote Skin resistances fail to function until the end of your next turn.
Third Evolution. At level 14, Symbiotic Skin has further adapted to resist certain attacks. Choose 2 additional damage types to become resistant to with the exception of thunder. When hit with thunder damage your Symbiote Skin resistances fail to function until the end of your next turn.
Acid Resistance
Your Symbiotic Skin has adapted to resisting acidic attacks.
Cold Resistance
Your Symbiotic Skin has adapted to resisting cold attacks.
Fire Resistance
Your Symbiotic Skin has adapted to resisting fire attacks.
Force Resistance
Your Symbiotic Skin has adapted to resisting force attacks.
Lightning Resistance
Your Symbiotic Skin has adapted to resisting electric attacks.
Necrotic Resistance
Your Symbiotic Skin has adapted to resisting necrotic attacks.
Poison Resistance
Your Symbiotic Skin has adapted to resist poison attacks.
Psychic Resistance
Your Symbiotic Skin has adapted to resisting psychic attacks.
Radiant Resistance
Your Symbiotic Skin has adapted to resist radiant attacks.
Shifting Weapons
At level 3, your aberration grants unnatural strength. Also, while raging, your Aberration can twist and reshape itself around you as you wish; changing body parts into dangerous weapons or useful tools. You gain the following benefits if you aren’t wearing heavy armor:
Shifting Weapons. While raging you can transform one or both of your arms into any type of weapon you can imagine. If you do, you gain the following features:
• You can choose what type of damage your unarmed attacks will cause, from Piercing, Bludgeoning, or Slashing.
• You cannot hold any object in the affected limbs. This includes, but is not limited to, weapons, shields, and spellcasting focuses. Any object you are holding merges into your evolution or immediately drops to the ground. The GM may decide if they feel the object is too large to merge. This evolution lasts until you become knocked unconscious. On your turn, you may use a bonus action to end this evolution.
• Your unarmed strikes can deal 1d8 + your Strength modifier bludgeoning damage.
• While you are raging, your attacks are treated as magical for the purpose of overcoming resistance and immunity to non-magical damage.
• When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action. In addition, if you successfully grapple, shove, or disarm a creature on your turn, you can make a single unarmed strike as a bonus action.
• You count as one size larger when determining who you can target and who can target you with grappling.
First Evolution. At level 14 you You can full utilize the Aberration's strength and agility increasing your unarmed strike damage from 1d8 to 1d10 and adding a +1 to hit/damage rolls. You can also extend Shifting Weapons to your tendrils adding +1 to hit/damage rolls and a d6 instead of a d4 for damage. This also allows the tendrils to change shape determining the type of damage inflicted.
Dual Mind
Because both the human and Aberrant mind co-exist within the same body, gain advantage on all Wisdom saving throws.
Aberrant Tendrils
Aberrant Tendrils. At level 6, while raging, you can use a bonus action to grow a tendril out of your body that you are proficient with. On subsequent turns, immediately after taking the attack action, you may use a bonus action to have the tendril attack an enemy within 10 feet of you. If you do, make an unarmed melee attack using your Strength modifier. On a hit, the target takes bludgeoning damage equal to 1d4 + your Strength modifier. The tendril lasts until you become unconscious. On your turn, you may use a bonus action to retract it. In addition, you gain the following ability:
Constrict: A tendril wraps tightly around the target. When you hit with a tendril attack, and the target is large or smaller, you can choose to use this evolution. If you do, the attack deals no damage and the target is grappled. You may use your movement speed to drag grappled creatures toward you but it requires double movement speed, unless the creature is one or more sizes smaller than you. Until the grapple is ended, the tentacle cannot be used against other targets. If you take thunder damage while grappling, you lose control and the grapple is ended.
First Evolution. At level 10, you are able to grow an additional tendril. On subsequent turns, you may use a bonus action to attack with each tendril you have grown. The tendrils can all attack the same target or different ones. Make a separate attack roll for each tendril.
Second Evolution. At level 14, the number of tendrils you can manifest is increased to three.
Situational Evolution
Situational Evolution. You can use a bonus action to focus and activate a specific predatory enhancement. You gain one of the following evolutions:
Wings. You can manifest a pair of distorted, fleshy wings. You gain a fly speed equal to your current speed. These wings recede after 10 minutes. You can manifest your wings while wearing medium or light armor if it is made to accommodate them. You cannot manifest your wings while wearing heavy armor.
Gills and Flippers. Your swim speed becomes the same as your walking speed, and you can breathe underwater.
Regenerative Tissue. At the beginning of your turn, if you have less than half your total hit points, you regain hit points equal to half your Barbarian level plus your Constitution modifier. If you take thunder damage, this evolution has no effect at the beginning of your next turn.
Keen Senses. Your eyes bulge, your skin tingles, and your nostrils flare. You gain advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
This evolution lasts until you become unconscious, use a different evolution, or use a bonus action on your turn to end the active evolution.
Symbiote Mastery
You have mastered the use of your "other's" abilities allowing you to achieve great feats of strength, speed, and control. You gain access to the following abilities.
Engage.
Roll an attack roll against a target creature up to 150ft. away. You launch yourself up to 150ft. toward that specific enemy. On a hit, deal the equivalent of 1.5 unarmed attacks? All enemies within a 10ft. diameter are knocked away from the center 5ft. and must make a dexterity saving throw. On a failed save they take 1d6 dmg and are knocked prone.
Spray.
Shield.
When you're within 10 feet of a creature, you can pull yourself toward that creature swapping places with them and taking any damage they would have otherwise received. This movement doesn't provoke opportunity attacks.
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