Barbarian
Base Class: Barbarian

The Path of the Chem-Forged represents those who have turned their bodies into living laboratories of volatile power. By injecting experimental concoctions into their veins, these warriors push themselves far beyond natural limits, embracing transformation at the cost of stability. Their strength is both their own and something unnatural - a chaotic blend of primal fury and chemical precision. Whether driven by desperation, curiosity, or a thirst for unbridled power, those who walk the path of the Chem-Forged thrive on the edge of destruction, their every step a dance with chaos.

Alchemical Specialist

At 3rd level, you gain proficiency with Alchemist’s Supplies.

Chem-Fueled Surges

When you enter your rage, you pump chemical enhancements through your veins, unlocking unnatural strength and resilience. While raging (or as part of the bonus action you took to enter your rage), you can activate a surge as a bonus action to gain one of the following benefits, which lasts until your rage ends. You can have multiple surges active at the same time, but you cannot activate the same surge more than once per rage:

• Adrenaline Surge: Chemicals flood your muscles with energy, pushing your body to work more efficiently. Your movement speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

• Vitality Surge: Your body hardens as chemicals fortify your resilience against harm. You gain temporary hit points equal to your Barbarian level + your Constitution modifier. These temporary hit points are lost when your rage ends (before you suffer the necrotic damage from using surges).

• Poisonous Surge: Chemicals course through your veins, infusing your strikes with toxic energy. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d6 poison damage. This increases to 1d8 poison damage at 6th level in this class, and finally 1d10 poison damage at 10th level in this class.

• Reactive Surge: Chemicals react explosively to protect you from harm. When a creature hits you with a melee attack, the attacker takes poison damage equal to your Constitution modifier.

• Hunter’s Surge: Your senses are chemically enhanced, sharpening your awareness and reflexes. While this surge is active, you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks made to track creatures. You also ignore non-magical darkness for the purposes of sight. Chem-Fueled Surges 3rd-level Chem-Forged feature

• Echoing Surge: The chemicals amplify your voice and presence. While this surge is active, your voice carries up to 300 feet, and you have advantage on Charisma (Intimidation) checks.

When your rage ends, you take 1d10 necrotic damage per surge you used. This damage cannot be reduced in any way.

Explosive Surge

When you activate a surge, you can choose to release a burst of poisonous chemicals around you. Creatures of your choice within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take poison damage equal to 1d10 for each surge you have activated during this rage, up to a maximum of 4d10. On a successful save, they take half as much damage.

Mutagenic Catalyst

Your body has adapted to withstand even the most lethal toxins. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, when you activate a surge, chemical fumes release from your body in a 10-foot radius. Creatures of your choice within this radius gain the benefits of the activated surge until the end of their next turn.

Total Chemical Overdrive

Your body is primed to unleash the full, devastating power of your chemical enhancements when pushed to the brink. As an action while raging, you can enter a state of Total Chemical Overdrive, which lasts until your rage ends. While in this state, you gain the following benefits:

• Your movement speed doubles, and opportunity attacks against you are made with disadvantage.

• You gain resistance to all damage types except psychic.

• You are immune to the charmed, frightened, and paralyzed conditions.

• Poison damage you deal ignores resistance to poison damage. Additionally, when you deal poison damage, you can treat any 1 rolled on a damage die as a 2.

However, at the start of each of your turns, you must use your reaction to move up to your movement speed toward the closest creature and make one melee weapon attack against it if they are within your reach.

When your rage ends, you take 1d10 necrotic damage for each round you spent in this state. This damage cannot be reduced in any way. Once you use this feature, you can’t do so again until you finish a long rest.

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