Base Class: Barbarian
the path of the modified allows you to grab organic and non organic materials and absorb them into your arms for a harder hitting punch or to use as a heaver defence for instants if you were to grab a bone and rage your arms would become solid bone armour so your unarmed strike would be more powerful and if you were to defend yourself with them you could make your armour class go up by 1 for that needed defence at the time.
basic transmog
Starting when you choose this path at 3rd level, you can take one turn to transmogrify your arms with wood, rock, earth or bone for a +1 in AC or a +2 to damage delt.
metal craft
Beginning at 6th level, you can now take a turn to absorb any type of metals into your body [e.g. gold, silver and steel] this will give you a +3 to AC or a +5 to damage but at a cost of 15ft of movement and a disadvantage on dexterity saving throws due to being heaver and metals being less malleable.
mineral craft
Beginning at 10th level, you can use your action to absorb a mineral in to you body [e.g. ruby's, emeralds or diamonds] you also gain access to all out attack and all out defence.
all out attack. you can now shape your arm into a weapon type of your choosing such as a staff or an axe and you gain that weapons stat block
all out defence. the mineral coats your entire body and you become immune to physical damage for the turn but you sacrifice you attack actions
once you have taken a turn to transmogrify you arms you can ether choose a +6 in AC or a +10 to damage but you also lose 25ft of movement to compensate the non malleable properties of minerals.
elemental absorbtion
Starting at 14th level, you now may absorb elements into your body [e.g. fire, ice ,thunder and necrotic] from this level you may once per battle absorb a particular element into your body to dish out an additional amount of damage on top of your attack.
fire. 2d6 additional damage and the opponent has to make a DC 15 dex saving throw if failed they are set on fire if succeeded they take half damage
ice. 2d8 additional damage and the opponent has to make a DC 15 con saving throw if succeeded they take half damage
lightning. 3d8 additional damage and the opponent has to make a DC 15 dex saving throw if failed they are stunned if succeeded they take half damage
poison. 2d4 additional damage and the opponent has to make a DC 15 con saving throw if failed they are poisoned if succeeded they take half damage
acid. 5d4 additional damage and the opponent has to make a DC 15 con saving throw if failed they take an extra d6 each turn unless the succeed in a saving throw if succeeded they take half damage
necrotic. 2d10 additional damage and the opponent has to make a DC 15 con saving throw if succeeded they take half damage
thunder. 2d8 additional damage and the opponent has to make a DC 15 dex saving throw if failed they are knocked prone if succeeded they take half damage
psychic. 1d12 additional damage and the opponent has to make a DC 15 wis saving throw if failed they are set on fire if succeeded they take half damage
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