Base Class: Barbarian
While others rage using their anger or will, some barbarians use chemical concoctions to do the job and keep fighting. How you procure your rage drug is up to you, but either way, you cannot enter into a rage without it.
Scrounging for Supplies
When you reach 3rd level you gain proficiency with poisoner's Kits.
Additionally whenever you finish a long rest you are able to make an amount of your Rage drug in whatever form you wish it to take. These drugs are how you rage, take it as a bonus action. Without these in your possession, you cannot rage.
Side Effects
Starting at 3rd level, when you rage, roll a d12 and gain the properties of the rolled number until your rage ends
- Gain plus 3 to str, but subtract 3 from your dex
- Gain an additional attack when you take the attack action, disadvantage on all int, wis, and cha saves.
- Resistance to radiant and necrotic damage, vulnerability to cold and fire damage.
- Resistance to thunder and lightning damage, vulnerability to acid and Psychic damage.
- Resistance to cold and fire, vulnerability to radiant and necrotic.
- Resistance to acid and Psychic , vulnerability to thunder and lightning.
- Score Crits on 1 number lower than usual, disadvantage on str checks and saving throws.
- Speed is increased by 10 feet, disadvantage on Dexterity checks and saving throws.
- At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your Barbarian Level. However, your speed is reduced by 10 feet during this time.
- You have a flying speed of 20 feet. However, you have disadvantage on Strength checks and Dexterity checks during this time.
- Resistance to fire, cold, acid, and lightning. Vulnerability to radiant, necrotic, force, and psychic.
- resistance to all damage, at the end of each of your turns lose health equal to your barbarian level.
Addicts Tolerance
Starting at 6th level, whenever you Enter into a rage gain temporary hit points equal to your barbarian level plus your con bonus.
This ability also triggers whenever you drink a potion, consume a magical Substance, or take drugs magical or otherwise.
Riding the High
Starting at 10th level whenever you enter into a rage and roll on the side effects table, roll 2d12 instead and choose the result you want. If you roll doubles then you get the positive result of the roll and may ignore the negative of the roll.
Toxic Bloodstream
Starting at 14th level your body has become so used to the drugs you take to rage that the very structure of it has strengthened, it can now adapt to all toxins entering your system. You gain an immunity to poison damage and the Poisoned Condition.
Additionally Whenever you take damage and you are below half your maximum hit point total, any number of creatures of your choice within 5 feet of you take 1d12 plus your con bonus poison damage
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