Base Class: Barbarian
Weapons. Killing. Rage. The three main components of any good Barbarian - mixed and mashed into one blood-soaked package. Barbarians that follow this path intertwine their souls with the gnarled steel of their weapons, gaining abilities that far surpass those of normal mortals.
Weapon Release
When you choose this path at third level, your spirit and flesh alike become enmeshed with the power of the weapon you choose from this feature, and you manifest a ‘trigger’ somewhere on this body - this might be a cord embedded in your chest, a hidden switch within a tooth, or an arrow inside a hollowed-out eye socket. Whenever you rage, your body takes on grotesque aspects of your chosen weapon, as described by each feature. The weapon counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
Chainsaw. While raging, enormous chainsaws burst forth from your arms and head, which transforms into a visage resembling that of an abominable steel helmet, from which the blade of the chainsaw protrudes and whose jaws glimmer with dozens of needle-like teeth. Your arm chainsaws deal 2d6 slashing damage on a hit, but you’re unable to hold anything while raging due to the blades that protrude from your hands. Once per turn, you can make a ‘bite’ attack as a bonus action, dealing 1d8 piercing damage on a hit and restoring a number of hit points equal to half the damage dealt (rounded down).
Katana. While raging, steel swords erupt from your arms, and your skin becomes black and gains a texture similar to that of tree bark. These swords deal 1d8 damage on a hit, and you’re able to make an additional attack whenever you take the Attack action while raging - however, you’re unable to hold anything while raging due to the blades that protrude from your hands. In addition to this, the blades that protrude from your arms are unusually effective when used to break objects. Whenever you make an attack against an object, that attack is an automatic critical hit, and you gain a +10 bonus to attack and damage rolls made to destroy objects.
Spear. While raging, a protective layer of steel forms over your body, a helmet-like casing appears over your head, and the pole of a spear begins to protrude from the base of your neck - this is the weapon you wield while raging. The spear deals 1d10 damage and possesses the Reach, Heavy, and Two-handed properties, and can be thrown. The spear possesses a short range of 30 feet and a long range of 60 feet. The spear immediately returns to your hand once you throw it, regardless of whether or not you hit your target. In addition to this, you gain a +2 bonus to AC while raging, but cannot benefit from any other magical bonuses to your AC - regardless of the source.
Weapon Mastery
Beginning at 6th level, the power of the weapon within you grows even stronger, and now counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your weapon attacks gain an additional +1 bonus to attack and damage rolls. In addition to this, you gain one of the following benefits while raging, depending on the weapon you selected when you chose this path.
Chain Shoot! (Chainsaw). As an action, you can fire a chain as a ranged attack with a short range of 60 feet and a long range of 90 feet. You can use your Strength modifier in place of your Dexterity modifier when making this attack, and it deals 2d4 piercing damage on a hit - a creature hit by this attack must make a Strength (Athletics) check contested by your own Strength (Athletics) check. On a fail, the creature is pulled a number of feet closer to you equivalent to your Strength score + proficiency bonus.
Iai (Katana). At any point during the turn you begin your rage - and as an action on subsequent turns while raging - you instantaneously appear behind any creature you can see within your movement speed. That creature must make a Strength saving throw with a DC equivalent to your Strength score - on a fail, that creature takes 6d6 slashing damage and is knocked prone, or takes half as much damage without being knocked prone on a successful save.
Paralysing Throw (Spear). At any point during the turn you begin your rage - and as an action on subsequent turns while raging - you can choose to make a normal thrown attack with your spear at an enemy you can see within its normal throwable range. An enemy hit by this attack must succeed on a Strength saving throw with a DC equivalent to your Strength score - on a fail, that creature takes an additional 2d6 piercing damage as the spear pierces their innards, and is paralysed until you use an action to remove the spear from their body. The spear does not immediately return to your hand when thrown in this way, regardless of whether or not it hits or the target succeeds on their saving throw.
Embodiment of Carnage
At 10th level, your form while raging grows even more monstrous - and adopts even more characteristics of your chosen weapon. The bonus to your damage and attack rolls while raging increases to +2, and, once per turn when you take the Attack action, you can expend a hit die and add the number rolled to either your attack or damage roll - or Strength (Athletics) check if you attempt to grapple a creature. When you land a critical hit on a creature while raging, you gain a number of temporary hit points equivalent to the damage dealt as you sink your jaws into their flesh (or absorbing their blood through your armour if Spear was your chosen weapon). If the creature was a Construct or another creature without blood, you instead absorb a portion of the energy that animates their bodies, and regain the same amount of hit points you would otherwise.
Unbreakable Weapon
Your body has become a living weapon, the pinnacle of martial prowess; the bonus to your damage and attack rolls increases to +3. Whenever you use your Relentless Rage, you can use your reaction to make a single melee attack against a creature within range, regaining a number of hit points equivalent to the damage dealt. In addition to this, your Relentless Rage now also functions on effects that would kill you outright. If you are killed, you can be resurrected if your head and torso are placed within 5 feet of each other and your weapon trigger is activated. You gain advantage on all death saving throws, and if a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
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