Base Class: Barbarian
Subclass Features:
Level 3: Pelt of the Worthy (Warforged Adaption)
You honor fallen foes by integrating their strength into your body. This is not a trophy—it is evolution.
- As part of a Short or Long Rest, you may graft a piece of a fallen creature (DM discretion) onto your body.
- You gain a unique Warforged Adaptation based on the type of enemy slain:
|
Enemy Type |
Warforged Adaptation |
|
Brute (Giant, Orc, Goliath, etc.) |
+1 to Strength saving throws and unarmed strikes deal 1d8 bludgeoning damage. |
|
Beast/Monstrous (Dragon, Chimera, etc.) |
+5 feet movement speed and Resistance to one elemental damage type from the slain creature. |
|
Undead/Fiend/Celestial |
Advantage on Death Saving Throws and Resistance to Radiant & Necrotic damage while raging. |
|
Spellcaster (Mage, Sorcerer, etc.) |
Advantage on saving throws against spells once per long rest and gain Darkvision (60ft) if you don’t already have it. |
|
Aberration/Mutant |
You gain an additional reaction per turn, usable only for opportunity attacks or resisting being moved against your will. |
- You may only have one graft active at a time—a new graft replaces the previous one.
- Your body slowly adapts to the graft, altering your musculature, senses, or skin texture in subtle but primal ways.
Level 6: Skin of the Fallen (Adaptive Endurance)
Your body hardens in response to battle, shifting its defenses as needed.
- When you take damage from an enemy, you may choose to resist that damage type until the start of your next turn.
- If the attack would reduce you to 0 HP, you instead drop to 1 HP, but gain one level of exhaustion afterward.
- You may use this feature a number of times equal to your Constitution modifier (minimum of 1) per Long Rest.
Additionally, your Warforged Adaptations now last indefinitely, rather than resetting after a Long Rest.
Level 10: Flesh of the Conquered (Advanced Grafting & Multi-Graft Ability)
You are no longer just a warrior—you are an evolving force.
- You may now graft and retain up to two different Warforged Adaptations at once.
- You gain Resistance to Piercing and Slashing damage while raging.
- When you kill an enemy of CR 8 or higher, you may choose to immediately graft a feature from them without requiring a rest.
This makes you highly adaptable in battle, taking on the strengths of your greatest foes.
Level 14: Godflesh Reforged (Ultimate Adaptation & Death Defiance)
You are no longer merely a warrior—you are a living legend, shaped by war itself.
- When you drop to 0 HP, you may immediately graft a new Warforged Adaptation from any creature within 60 feet of you, even if they are still alive.
- While raging, you gain temporary hit points equal to the number of different Warforged Adaptations you currently have × 5 at the start of each of your turns.
- Your body no longer rots or decomposes after death—instead, it becomes a permanent battle monument, a towering form of hardened flesh and scars, preserved by war itself.
If you die in combat, there is a 10% chance (rolled by the DM) that your body rises again after 1 minute, continuing to fight for one last stand before collapsing.
Level 3: Pelt of the Worthy
Pelt of the Worthy (Warforged Adaption)
You honor fallen foes by integrating their strength into your body. This is not a trophy—it is evolution.
- As part of a Short or Long Rest, you may graft a piece of a fallen creature (DM discretion) onto your body.
- You gain a unique Warforged Adaptation based on the type of enemy slain:
|
Enemy Type |
Warforged Adaptation |
|
Brute (Giant, Orc, Goliath, etc.) |
+1 to Strength saving throws and unarmed strikes deal 1d8 bludgeoning damage. |
|
Beast/Monstrous (Dragon, Chimera, etc.) |
+5 feet movement speed and Resistance to one elemental damage type from the slain creature. |
|
Undead/Fiend/Celestial |
Advantage on Death Saving Throws and Resistance to Radiant & Necrotic damage while raging. |
|
Spellcaster (Mage, Sorcerer, etc.) |
Advantage on saving throws against spells once per long rest and gain Darkvision (60ft) if you don’t already have it. |
|
Aberration/Mutant |
You gain an additional reaction per turn, usable only for opportunity attacks or resisting being moved against your will. |
- You may only have one graft active at a time—a new graft replaces the previous one.
- Your body slowly adapts to the graft, altering your musculature, senses, or skin texture in subtle but primal ways.
Level 6: Skin of the Fallen
Skin of the Fallen (Adaptive Endurance)
Your body hardens in response to battle, shifting its defenses as needed.
- When you take damage from an enemy, you may choose to resist that damage type until the start of your next turn.
- If the attack would reduce you to 0 HP, you instead drop to 1 HP, but gain one level of exhaustion afterward.
- You may use this feature a number of times equal to your Constitution modifier (minimum of 1) per Long Rest.
Additionally, your Warforged Adaptations now last indefinitely, rather than resetting after a Long Rest.
Flesh of the Conquered
Flesh of the Conquered (Advanced Grafting & Multi-Graft Ability)
You are no longer just a warrior—you are an evolving force.
- You may now graft and retain up to two different Warforged Adaptations at once.
- You gain Resistance to Piercing and Slashing damage while raging.
- When you kill an enemy of CR 8 or higher, you may choose to immediately graft a feature from them without requiring a rest.
This makes you highly adaptable in battle, taking on the strengths of your greatest foes.
Godflesh Reforged
Godflesh Reforged (Ultimate Adaptation & Death Defiance)
You are no longer merely a warrior—you are a living legend, shaped by war itself.
- When you drop to 0 HP, you may immediately graft a new Warforged Adaptation from any creature within 60 feet of you, even if they are still alive.
- While raging, you gain temporary hit points equal to the number of different Warforged Adaptations you currently have × 5 at the start of each of your turns.
- Your body no longer rots or decomposes after death—instead, it becomes a permanent battle monument, a towering form of hardened flesh and scars, preserved by war itself.
If you die in combat, there is a 10% chance (rolled by the DM) that your body rises again after 1 minute, continuing to fight for one last stand before collapsing.
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