Barbarian
Base Class: Barbarian

Harness the raw power of creatures that rule the untamed wilds and rise as their supreme apex. As a Barbarian on the Path of the King of Monsters, you don’t just grow stronger in battle—you evolve, taking on monstrous traits that grant you unmatched might, resilience, and cunning both in combat and beyond. Adapt to any situation by inheriting the abilities of the most fearsome beasts, using their primal power to crush foes, overcome obstacles, and command respect. With each encounter, you ascend closer to your true calling as the ultimate king of monsters, an unstoppable force in a world of mortals.

note: The Subclass is made to also be viable in the late game as well a early game, give it a shot and have fun! Its ability to adapt to circumstance and be a strong combatant that only gets stronger over time makes it a useful and strong subclass that can fill various party roles

Monstrous Rage

The longer you rage in battle, the greater your fury grows. At the start of each turn you remain raging in combat, you gain an additional d4, which increases the damage of all your attacks. These dice stack for every round you continue raging. For example, if you've been raging for 2 rounds, you would add 2d4 to the damage of each attack you make in that round.

In addition to gaining a die each turn, you can gain an extra d4 through the following triggers (maximum of one trigger per turn):

  • Scoring a critical hit.
  • Reducing a creature to 0 hit points.
  • Taking damage from a single source equal to or greater than your Constitution modifier.
  • Being hit successfully 2 or more times during the same turn.

The total number of bonus dice you can have is capped by your proficiency bonus. Once you reach this cap, you cannot gain additional dice until your rage ends. When your rage ends, you immediately lose all bonus dice granted by this ability, and your attacks no longer deal the additional damage. The next time you rage, you start over, building your bonus dice from zero.

Notes:

  • The bonus dice apply to all damage rolls, including those made on attacks of opportunity or reactions.
  • If your character sheet displays "limited uses" for this ability, it is only for tracking how many d4s you have, there are no limited uses.
  • The additional damage from this ability matches the damage type of the attack it is applied to. If the attack has multiple damage types, use the primary damage type of the attack.

Monsters Aspect

you gain an ability of the chosen monster. Your body physically changes and gains characteristics assigned with the chosen monster or monsters instinct either temporarily or permanently depending the aspect chosen. Every level you can choose to replace your chosen aspects, at level six you can have one aspect at a time but every subsequent 3 levels up to level 18, you can hold another aspect too. After level 12 and beyond, you can change your aspects on a long rest

Aspect of the Bear

while, raging, you are resistant to everything but psychic damage

Aspect of the Fiend

Your tongue is sharp and your words are sly. Eloquence becomes your weapon to do with as you see fit. You can give yourself advantage and add an extra +2 to any charisma based ability checks as many times equal to your proficiency bonus as a reaction

Aspect of the Ooze

With the aspect of the ooze, you can squeeze through a space as narrow as 1 inch wide, provided you're wearing and carrying nothing. You can also make yourself translucent for one minute a number of times equal to your proficiency bonus as a bonus action, giving yourself advantage on stealth rolls when you are doing so

Aspect of the Rust Monster

Any nonmagical weapon made of metal that you hit or hits you temporarily corrodes, its effect ending after one minute from the last time there was contact with the item:

when a metal weapon hits you, it reduces the attack rolls of the wielder's now rusted weapon, taking a temporary and cumulative −1 penalty to the attack rolls made using the weapon after their attack has landed

if the object touched is either metal armour or a metal shield being, which means you landed an attack on them, it takes a temporary and cumulative −1 penalty to the AC it offers per successful hit landed. 

Note: To reiterate, after one minute from the last time you were in contact with the metal item corroding, it returns to its previous sate before any penalties. Additionally, you have control over what you oxidize (rust) and what you dont, so touching something made of metal does not mean it will rust regardless of what you desire 

 

Devour

When you or an ally kills a creature, you can use an action to rapidly eat its corpse and regain 2d8+ its CR level (rounded to the nearest whole number), as well as gain all their abilities (such as pack tactics, keen smell, etc) for 24 hours except for any legendary resistances. You can only have the abilities of one creature at a time meaning that you cannot devour multiple creatures and have all their abilities at your disposal at once

Ent's Nectar

a nectar-like substance can be released from your body. The effects of this nectar are wild and random. When anyone Ingests the nectar, they must roll a d100 and check the chart to see what happens. If an individual has ingested the nectar unwillingly, they are only affected once an hour. Eating the nectar takes one bonus action 

1: You grow huge for an hour

2-5: you randomly sneeze fireballs in a random direction for 1 hour

6-10: all metal in a 20ft radius turns to wood for 1 hour

11-14: all squirrels and fish hate you and any within 3 miles will try to bother and annoy you for 24 hours  but you can now understand animals

15-20: Your skin becomes slimy and you can now fit in spaces that creatures one size smaller than you could, you also become extra flammable, making you vulnerable to fire damage 

21-23: your eyes puff up and you are blind for 3 hours but you gain 10ft of tremor sense

24-27: you cannot lie, not answer a question, or bend the truth

28-30: you speak pure gibberish for 1 hour, but you can understand all languages for 2 days

30-32: roll 1d6,  that is how many eyes you will grow on your body. They leave after 1 day, but you gain + 1 on perception checks per eye that appears

33-35: Smoke begins to leave your body just as it would if you were holding an open ever-smoking bottle. For 10 minutes, you release smoke exactly like an ever-smoking bottle does. after 10 minutes, no more smoke is made but the remaining cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

36-38: you puke three eggs (not necessarily chicken) that can hatch

39-42: you and anyone within 15ft levitate for an hour 

43-45: you are paralyzed for 20 minutes

46-49: you can understand all plants and animals for 10 minutes

50-52: you teleport and switch places with the person closest to you

53-57: horses and birds hate you but you gain a +20 to movement for 1 day

58-60: you and anyone you touch in the next ten seconds go on a trip, your body stay where they are but your spirits can go around and see a distorted version of the world, they can pass through objects and cannot interact with them, they are invisible, you are back to normal after an hour

61-64: you cannot be frightened for 2 hours

65-68: you are poisoned for two hours

69-72: you gain 20+ temp hit points

73-74: you burp bubbles randomly and they give you a glimpse into the future 

75-77: you sob loudly and uncontrollably for a day

78: a giant lily pad that can float and hold 100lbs appears under you

79-80: A cloak of billowing appears but it is cursed. whenever you wear it, a strange gust will occasionally push away small light objects when you reach for them

81-82: you cant read for one day

83-84 a small rain cloud follows you around and makes you wet for 1 day but while its there you can also walk on water

85-86: you are drunk for 2 hours but you have advantage on charisma checks

87-88: you become extremely magnetic and things may fly at you for one minute

89: you go colourblind and can only see black and white for an 5 hours

90: you gain a level of exhaustion

91: you shoot lightning bolts every time you use the letter S for ten minutes but they are wild and uncontrollable so they shoot off in random direction for 10 minutes

93-94: you get colourful polkadot skin for one week

95: Everyone within 10ft of you begins to rage as well as benefits from your monster aspects for 24 hours

 96-98 one of your arms stops working for 24 hours, you have disadvantage when you use two handed objects and make strength checks/ saving throws

99- a unicorn will appear somewhere near you

100-  Reverse gravity is casted and centred on you which immediately ends right after it has been casted

fairy's flight

As a Bonus action, for one hour, you sprout wings that allow you to fly equal to your walking speed.If you already have a fly speed, you instead add 20 more feet to your flying movement. You can do so again after a long rest

False Hydras Song

An haunting melody comes from your mouth that alters its listeners. When you kill a creature, You can choose to remove their existence from the minds of listeners of your choice within 30 feet for up to 2 hours, practically making everyone who has heard your song to forget about the killed creature as well as any major information involving them. Once time is up, any memories about the killed individual will return and they may have gaps in their memory that they find suspicious but they are not inherently aware about any death unless they saw it happen. You can do this up to twice per long rest as a reaction directly after killing someone

Flail Snails Shell

As a reaction a number of times equal to your proficiency bonus per long rest, you gain the reflective, prismatic qualities of a Flail Snail’s shell:

Whenever you’re targeted by a spell or within the area of a spell's effect, you can use your reaction to reflect the spell back toward the caster. The caster must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failure, the spell is redirected with the caster as the new center of its area or as the new primary target but on a success, the spell is cast as normal. When reflected back at the caster, the spell functions as if cast by the original caster, with the same effects , spell save dc, and damage

if the spell they used requires concentration, they cannot end concentration before the spell has reached it newly intended location ( if ray of sickness was reflected back at the caster, they could not end concentration on the spell before it has landed to prevent themselves from being hurt by the spell).

If the spell requires the caster to issue a command or set an effect specifically targeting you (such as Command or Suggestion), you dictate the instruction instead.



Flesh bond

Up to three weapons of your choice are enveloped in your flesh, each taking one minute to bond with as their designs change to match you.

When you, or whoever is using the weapon, hits someone with a bonded weapon, any condition plaguing you at the time of the hit then also goes to the target. Their condition is then independent of yours, meaning that regardless of whether or not you still have that condition, they still do unless they have done something to remove it in some way.

When wielding a bonded weapon, your AC increases by +1 per bonded weapon you are wielding. (Note, this change must be done manually on the character sheet by clicking on your AC and adding to your additional Misc bonus)

Lastly, when attacking with a bonded weapon, you are able to critical hit on a 19 or a 20 (Note, the number of dice will dont automatically change like when you roll a nat 20 on your character sheet. You must add the dice manually)

Giants growth

As king of monsters, that also makes you king of kaiju. As an action, for 18 seconds, you become huge and both your body and weapons begin to glow. You are able to smash through buildings and walls with ease. As such, when you are attacking anyone that has cover, you can ignore and destroy it. Additionally, your massive size terrifies your enemies and the first time they see you in their huge form, they must roll a wisdom saving throw against a number equal to 8+ your proficiency bonus+ your constitution modifier. if they succeed, nothing happens, but if they fail they are frightened. Additionally, while making damage rolls in your giant form, all your damage and attack rolls increase by a number equal to your proficiency bonus

Restless Assault

Once per turn, as a free action you can add a d12 to your damage roll but it will cost one of your hit die

The Chimeras Gift

Your monstrous gifts are no longer just for yourself, and now your allies can benefit from them as well. You are able to bless up to three creatures with one monster aspect of your choice as long as you currently do not have it chosen for yourself. These aspects are temporary and can last up to a day, though you can recall them at will. You can give these gifts once per day as an action all at once before needing to take a long rest to do this again. You cannot give multiple of the same aspect

Kings Claim

Every time you hit a creature, you gain insight into one of their stats of your choice, along with its modifier, as their respective numbers are revealed to you.

Additionally, as a free action, when you hit a creature for the first time in a turn, you may choose to steal one of its modifiers (except Constitution) before rolling damage. The stolen modifier becomes 0 for the creature, and you gain a special ability based on the modifier type you chose to steal. Each effect lasts until the start of your next turn. You may return the modifier at any time and you canno

Every time you hit a creature, you gain insight into one of their stats of your choice, along with its modifier, as their respective numbers are revealed to you.

As a free action, when you hit a creature for the first time in a turn, you may choose to steal one of its modifiers (except Constitution) before rolling damage. The stolen modifier becomes 0 for the creature, and you gain a special ability based on the modifier type you chose to steal. Each effect lasts until the start of your next turn. You may return the modifier at any time and you cannot steal from more than one target at a time. You can use this feature a number of times equal to your proficiency bonus per long rest.
The effects are as follows:

Strength: You add the creature’s Strength modifier to both your attack and damage rolls, and you gain advantage on contested Strength checks.

Dexterity: You gain the ability to dash as a bonus action and halve the damage of 1 on coming source of damage of your choice made against you until the start of your next turn.

Intelligence: You learn the creature’s resistances, immunities, and vulnerabilities. additionally, you can impose disadvantage on the first attack roll or saving throw the creature makes before the start of your next turn.

Wisdom: You gain advantage on all Wisdom-based checks and saving throws, as well as immunity to being frightened or charmed.

Charisma: Until the start of your next turn, whenever an enemy creature that has a lower charisma score lower than (your charisma score + the greater of yours or your targets modifier lands an attack against an ally within 30 feet of you, you can choose to take the damage in their stead as a free action, transferring it to yourself. As you are transferring the damage, your own resistances, abilities, or items have no impact meaning this damage is not reduced in any way. Whatever damage they would have taken, you take


At 20th level, you may steal two modifiers at once, gaining both corresponding abilities.

t steal from more than one target at a time. You can use this feature a number of times equal to your proficiency bonus per long rest.
The effects are as follows:

Strength: You add the creature’s Strength modifier to both your attack and damage rolls, and you gain advantage on contested Strength checks.

Dexterity: You gain the ability to dash as a bonus action and halve the damage of 1 on coming source of damage of your choice made against you until the start of your next turn.

Intelligence: You learn the creature’s resistances, immunities, and vulnerabilities. additionally, you can impose disadvantage on the first attack roll or saving throw the creature makes before the start of your next turn.

Wisdom: You gain advantage on all Wisdom-based checks and saving throws, as well as immunity to being frightened or charmed.

Charisma: Until the start of your next turn, whenever an enemy creature that has a lower charisma score lower than (your charisma score + the greater of yours or your targets modifier) lands an attack against an ally within 30 feet of you, you can choose to take the damage in their stead as a free action, transferring it to yourself. As you are transferring the damage, your own resistances, abilities, or items have no impact meaning this damage is not reduced in any way. Whatever damage they would have taken, you take


At 20th level, you may steal two modifiers at once, gaining both corresponding abilities.

Note: Though sealing a modifier make it a 0, a this does not affect the target’s hit points, speed, or abilities like AC or spell save DC  but can affect other things such as various skill checks, attack rolls, saving throws, or damage rolls

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