Base Class: Barbarian
The Crimson Wolf, a powerful spirit of battle and bloodlust, is said to have emerged from the essence of the primordial wolves but lacks the cosmic authority that governs their existence. Unlike the primordial wolves, who embody concepts like balance, clarity, and unyielding purpose, the Crimson Wolf is a creature of raw, earthly ferocity, deeply tied to the tangible thrill and aftermath of battle.
Legends describe the Crimson Wolf as both a warrior and a scavenger, drawn to the battlefields of mortals, where it feeds upon the energy released in acts of violence. In ancient times, it was revered by berserkers who believed that by drinking the blood of their enemies or engaging in acts of intense ferocity, they could tap into the Crimson Wolf’s power. This spirit answers only those who prove themselves in the heat of battle, imbuing them with a portion of its essence, allowing them to transform bloodshed into strength, endurance, and raw power.
Barbarians known as the Chosen of the Crimson Wolf become conduits for this primal power. They don’t merely fight; they revel in the bloodshed, experiencing an almost spiritual awakening in each act of violent glory. While their connection to the Crimson Wolf grants them incredible physical benefits, it also binds them to an ancient cycle of blood and fury, shaping them into warriors who are feared and revered on the battlefield.
Crimson Form
The primal fury of the Crimson Wolf surges through your body, causing your thoughts to blur and your senses to narrow. Your once-calm demeanor is replaced by a violent bloodlust, and the world becomes a blur of enemies to hunt. As your rage grows, so too does the strain on your mind, with each hit you take chipping away at your sanity. Your teeth begin to drip with blood, whether yours or an unseen source, and your breath becomes labored and heavy, a low growl accompanying each exhale. Words fail you as instinct and fury take control, leaving only the Crimson Wolf's savage drive to dominate.
As a bonus action, you can activate this feature while raging. It lasts for 1 minute or until you fall unconscious. It is unaffected by your rage ending.
When you take damage, you can choose to use Crimson Form to channel the pain into your mind, causing you to suffer a loss of sanity. Make a Wisdom saving throw with a DC equal to the amount of damage you are taking.
- On a failed save, you take normal damage as usual, and 1 Wisdom damage.
- On a successful save, you take half damage (rounded down) and still suffer 1 Wisdom damage.
- You can choose not to use this ability, in which case you take the damage normally, without any Wisdom damage.
- When your Wisdom score reaches 0, you fall unconscious, and the feature immediately ends.
When your Wisdom score reaches 2, make a Constitution saving throw (dc 11 - half barbarian level rounded down).
- On a successful save, the feature continues as normal, but you lose the ability to end the feature early. You cannot stop the rage until your Wisdom score hits 0, at which point the feature ends.
- On a failed save, the feature ends immediately, and you gain 1 point of exhaustion. You may choose to fail the saving throw voluntarily, suffering no additional consequences other than the feature ending immediately.
You can add 2x your strength modifier to all non-spell attacks while this feature is active. You are also unable to speak.
Gory Feast
Starting at 6th level, your connection to the Crimson Wolf empowers you to consume the essence of the fallen, drawing strength from their remains.
When a creature dies, you may use an action to consume its flesh within 30 minutes of its death. You cannot feast on creatures that are undead, constructs, or otherwise lacking organic material.
The effects of the feast vary based on the creature’s type and size as described below.
| Creature Size | Monstrosity Effect | Beast Effect | Humanoid Effect |
|---|---|---|---|
| Small or Tiny | HP equal to your CON mod. | Regain 1d4 HP and a 25% chance to heal 1 Wis damage. | +1 Strength for 1 minute. |
| Medium | HP equal to your level. | Regain 1d6 HP and a 50% chance to heal 1 Wis damage. | +1 Strength for 10 minutes. |
| Large | HP equal to your level + 3. | Regain 2d6 HP and a 75% chance to heal 1 Wis damage. | +2 Strength for 10 minutes. |
| Huge or Greater | HP equal to your level + 5. | Regain 3d6 HP and automatically heal 1 Wis damage. | +2 Strength for 1 hour. |
You can use this feature a number of times equal to your Constitution modifier (minimum 1) per long rest.
While in Crimson Form, the bonuses from humanoid creatures increase:
- Medium: +1 Strength for 1 hour.
- Large: +2 Strength and advantage on Strength-based checks for 1 hour.
- Huge or Greater: +3 Strength and immunity to being frightened for 1 hour.
Spending 1 minute consuming an entire body fully restores all expended uses of Rage and heals 2 points of Wisdom damage, but you suffer 1 level of exhaustion.
Predator’s Ascendancy
As your connection to the Crimson Wolf grows, the air around you becomes suffused with a blood-soaked haze, embodying your primal fury and amplifying your predatory instincts. This mist serves as both a weapon and a tool, disorienting your foes while granting you unmatched awareness of the battlefield.
As a bonus action, you summon a Crimson Mist that emanates from you and spreads to a 30-foot radius. The mist lasts for 1 minute or until you are incapacitated. The mist does not move with you when you move. Instead, it creates distinct zones based on your movement (detailed below).
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Active Mist Zone:
- The mist is centered on your current position when activated.
- While you remain in the Active Mist Zone, you can manipulate the mist as a reaction to obscure vision, hinder movement, or grant concealment to creatures of your choice.
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Static Mist Zone:
- After you move, the mist at your prior position becomes static, locking in its properties at the moment you left.
- You cannot alter the mist in this zone after it becomes static. This zone dissipates at the start of your next turn.
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Transitional Mist Zone:
- A 30-foot-wide path of mist forms between your previous and new positions as you move.
- This mist retains the properties it had at the start of your movement. It cannot be manipulated further and dissipates at the start of your next turn.
Predatory Awareness: You know the precise location of all creatures within the active mist zone unless they lack a physical body (e.g., creatures in Gaseous Form or incorporeal entities like shadows).
Crimson Advantage: All attacks you make against creatures within the mist are at advantage.
Carnage Echo: Any creature within the mist (ally or enemy) that has been damaged by slashing or piercing attacks cannot gain the benefits of being attacked at disadvantage.
Crimson Trophy of Realms
Through the unholy bond forged with the Crimson Wolf, you are granted the ability to summon weapons of unparalleled destruction. These weapons, stolen from the war-torn realms of other worlds, are birthed from the primal essence of the Crimson Wolf’s fury and your own lifeblood.
When summoned, the weapon manifests as a crimson liquid dripping from your body—not from your mouth but from deep within your veins, seeping through your pores or scars as though pulled by an unseen force. This blood pools in your hands, flowing with a chaotic vitality as it twists and contorts into the shape of the weapon it will become. As the weapon solidifies, the liquid crystallizes into its final form, revealing the stolen armament in all its terrible glory.
As an action, you summon the weapon of your choice. While holding the weapon, your connection to the Crimson Wolf pulses through it, filling you with unrelenting power.
If the weapon leaves your grasp, it dissipates into a pool of blood, only to reform in your hand if summoned again.
Crimson arms:
The blood that courses through your veins pulses with the rage of the Crimson Wolf, manifesting as new limbs wrought from dark, forsaken power. These arms are extensions of the primal fury that courses within you—writhing, deadly, and always ready to strike at your enemies with unrelenting violence.
At 17th level, you gain the ability to manifest an additional pair of spectral arms, forged from the blood-soaked essence of the Crimson Wolf. These arms are twisted, dark crimson segments resembling dried blood on scabs, dripping with raw power. When you enter Crimson Form, these arms grow, extending from your body to grant you greater combat versatility.
- Weapon Wielding: You can wield an additional Crimson Trophy of Realms weapon using these extra arms. You gain an addition set of arms at level 20.
Chainswords
Ripped from the hands of a champion sworn to unholy deities, this Chainsword roared with the madness of its creator, gnawing through armor, bone, and will. The Crimson Wolf, unyielding to the gods, claimed the weapon for its own. Twisting its chaotic essence into one of primal fury, the weapon became an extension of the wolf's relentless hunger, its grinding teeth singing a dirge of inevitable destruction.
4d10 slashing damage per attack.
The player can make two normal attacks as part of their Attack action when wielding the Chainswords (two weapon fighting applies)
Relentless Carve: As an action, you make a wide, sweeping attack against all creatures in a 15-foot cone. Each creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 5d10 slashing damage on a failed save and their speed is reduced to 0 until the end of your next turn. on a success, the damage is half and their speed is unaffected.
Chain Rev: If you hit a creature with either chainsword last round (max 1 creature per chainsword), they are automatically hit this round. You can choose to either re-roll the damage or use the same damage as last round.
Familiar Enemies: Creatures in heavy armor and constructs.
- Heavy Armor: Creatures wearing heavy armor (AC 15 or higher) suffer disadvantage on saving throws against the Chainswords' special effects.
- Constructs: Chainswords gain advantage on attack rolls against constructs, dealing an additional 2d10 slashing damage to them on a hit.
DoomBlades
Blood Punch: When you hit a creature with an unarmed strike, you can choose to attempt to stagger the target. Make a Strength check against a DC equal to the target's Constitution score. On a success, the target is stunned until the end of your next turn.
Glory Kill: As a bonus action, you can preform a Glory Kill on a creature that is stunned and within 5 feet of you, instantly reducing them to 0 hit points.
When you perform a Glory Kill, you cannot take reactions until the start of your next turn.
Familiar Enemy: (beholders, death tyrants, and other floating heads with one eye)
- When you make the Strength check to stun a Familiar Enemy, you gain advantage on the roll.
- If a Familiar Enemy is stunned, the Glory Kill can be performed as a free action instead of a bonus action. The creature is reduced to 0 hit points instantly unless it has legendary resistances, in which case it must expend one to avoid death, instead taking 5d10 damage.
- When you successfully perform a Glory Kill on a Familiar Enemy, you heal for an additional amount equal to your Barbarian level on top of the normal healing.
Thin streams of blood snake along your arms and wrists, coiling together into jagged, bladelike shapes. With a final, sharp hiss, the blades solidify, locking into place as twin weapons of divine precision. A faint, crimson glow radiates along the edges, pulsing in time with your heartbeat.
Born of celestial ingenuity and tempered by the fury of a mortal driven to defy gods, the Doomblades are weapons of divine precision and apocalyptic might. Forged into the Praetor Suit by the Maykrs—those who once sought to harness the Slayer’s fury—the Doomblades were crafted not as mere tools of destruction, but as extensions of the divine, designed to cleave through the unholy and the infinite alike. When the Crimson Wolf tore these blades from the celestial armory, they were no longer bound to serve the designs of gods. Their radiant edges now shimmer with a chaotic, crimson light, resonating with the primal hunger of the Wolf. No longer limited by divine purpose, the Doomblades become instruments of pure carnage in your hands, capable of ending not just life but legacies.
Gravity hammer
Standard Attack: 8d10 + Strength modifier (bludgeoning). On a hit, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed 20 feet away from you and knocked prone.
Crushing Impact: As an action, you slam the hammer into the ground, creating a 20-foot-radius shockwave centered on you. All creatures within the area must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 5d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and remains standing.
Familiar Enemies: Digitigrade bipedal creatures and massive creatures.
- Digitigrade bipedal creatures: Gain advantage on attack rolls against digitigrade creatures (such as gnolls, Tri-Kreen, or lizardfolk) and deal an additional 2d10 bludgeoning damage to them.
- Massive Creatures: Creatures of size Large or larger must make a Strength saving throw (DC = 8 + proficiency + Strength mod) after being hit with the Gravity Hammer’s special attack or be stunned for 1d4+1 rounds.
Pulled from the heart of a war-torn universe, the Gravity Hammer is a weapon of overwhelming force. This mighty instrument of destruction is born from the advanced technology of a race whose very existence was shaped by conflict. The Crimson Wolf, drawn to the sheer power and devastation it could unleash, ripped the hammer from the hands of the warriors who wielded it and imbued it with its own primal fury. Now, this weapon channels not just the crushing weight of its hammerhead, but the very gravity of destruction itself, capable of smashing anything in its path and sending enemies flying in a storm of chaos.
Deeper Madness
When your Wisdom score hits 0 while in crimson form:
- You begin taking damage as normal.
- Your AC increases by half your Strength score (minimum of +1).
- You cannot voluntarily end this feature while your wisdom score is 0.
- You become immune to spells with physical effects (e.g., inflict wounds, crown of madness, etc.). Exceptions include spells like vicious mockery, Tasha's hideous laughter, phantasmal force, etc. which have no physical interactions of manifestations.
After losing half your total HP, at the start of each turn, you may make a Constitution saving throw with a DC of (your Barbarian level × 0.75, rounded down).
- On a success: Crimson Form remains active.
- On a failure: Crimson Form ends, and you must choose one of the following consequences:
- Gain one level of exhaustion.
- Fall unconscious.
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