Base Class: Barbarian
A CURSE OF RAGE
A horrific accident, scientific or otherwise, has changed not
only your life forever ... but the life the Monster within. When
in a true, Reckless Barbarian RAGE, you transform into the
monster within. Being only able to plee with it to find some
understanding between the two of you for the sake of
yourself, and the world around you.
Hulk Out
Starting at 3rd level your rage is manifested by temporarily
transform into a hulking creature of pure rage.
- When in a rage, you grow a size larger and gain all
benefits from growing a size larger.
- Your skin color changes to a primary color of your choice (Red, Green, or Blue).
- You must also choose the mutation that afflicts you while
in a rage. The rage notably changes your appearance greatly, but
also gives special abilities at 3rd, 6th, & 14th levels.
Fear
Starting at 6th leveL your Rage brings a transformation that
inspires fear and horrfies the enemies, and allies, that
witness the grotesque transformation.
All creatures that can see when you go into a Rage must make a
DC 10 Wisdom saving throw to not be frightened by your
transformation. You can warn your allies to give advantage.
The Wisdom Saving Throw becomes DC 15 at 14th level
You gain advantage on Charisma (Intimidation) checks while
enraged.
Gamma Abilities
Your use of your transformation feature, gives you access to a new bunch of abilities to use in and out of combat.
Healing Factor
As a reaction to nonmagical attacks against you, if you're hit, you may choose to regain up to the attacks damage dice in hit points. You may only use this feature a number of times equal to your constitution modifier, while the monster takes over this becomes unlimited usage until the monster is calmed.
Increased Mobility
You gain a +10 walking movement speed and a climbing and swimming speed equal to your walking speed while enraged. Your jump length and height are multiplied by 5 and when you end your jump, as a bonus action, you may make an unarmed strike against a creature you land within 5ft of, leaving them incapacitated or land on them to make a grapple check with advantage as a bonus action instead.
Increased Reckless Critical
You now roll a critical success on a 15-20 while in a reckless rage but you also roll a critical failure on a 1-5 while in a reckless rage.
Radiation Leak
When a creature comes within 5ft of you while you're in a reckless rage the creature takes 1d4 poison damage, this continues every turn until they are no longer withing the 5ft range.
Targeted Anger
You may activate this while enraged as a bonus action or a reaction, for 1 minute all resistances become immunities and you gain resistance to all damage types you don't gain immunity in.
Thunderclap
While enraged you may clap your hands as an action to create a stunning sound in a 15ft wide, 30ft long line in front of you. All creatures within the area of effect make either a dc20 Constitution saving throw or a dc15 Dexterity saving throw. On a failed save, they get pushed 15ft back and become incapacitated until the end of your next turn. On a successful save, they're only pushed 15ft back. If incapacitated, when hit by this attack they gain advantage against the saving throws for this attack for 1 minute.
Aura of Radiation
Your gamma energy increases to unprecedented levels when in a reckless rage. While in a reckless rage you gain a 30ft Aura of Radiation, to avoid the effects of the Aura, a constitution saving throw with a dc of your ac + your constitution saving throw. Creatures of your choice gain advantage on this saving throw. If failed, the creature become poisoned and takes 1d10 poisoning damage per turn until they leave the auras radius, if they return they may make the constitution save again. The poisoned condition ends after a minute of being outside the aura.
Peace Within
At 14th level you also reach a better understanding between
yourself and the Monster.
This mutual respect allows you and the Monster to help,
and even bond, with your allies. You and the Monster can now
prove that you're better than how the world sees the both of you.
The Following features are altered from Reckless Rage:
• On Critical Failures, you no longer bring harm to your
allies. Option 1 on the table is replaced with rolling
damage on yourself and halving the damage due to Rage.
• Allies only need a DC 5 CHR Check to calm the Monster.
• A DC 5 WIS Save to be a willing creature for spells.
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