Barbarian
Base Class: Barbarian

Barbarians following the Path of the Experiment
supplement their rage with alchemical cocktails that
surge in their bodies through syringes and tubes of
copper, steel, and glass. These formulas enhance their
ability to channel primal might, or perhaps—because of
their rage—they are the only people who can survive the
chemicals flooding their veins. A Barbarian may have
created the implants and serums through their own
experimentation, or they could have been subjected to
the insidious work of others. Whatever the origin, it
could have been well-intentioned and made to enhance
or preserve the Barbarian’s life, or it might have been an
unhinged alchemical exploration.

Level 3: ALCHEMICAL EXPERIMENTS

You gain a set of Alchemist’s Supplies, and you have
proficiency with it. Additionally, you can use Alchemist’s
Supplies instead of an Herbalism Kit to craft Potions
of Healing.

VOLATILE SERUM

You have an implanted series of syringes and reservoirs
that hold alchemical serums and deploy them into your
body. When you enter your Rage, choose one of your
serums to inject and gain its benefits.
The chosen serum lasts for the duration of your Rage,
or until you choose a new serum as a Bonus Action. You
have the following serum options

FEROCITY

This serum throws you into an energized
frenzy. You ignore Difficult Terrain, and when you
hit with a Melee weapon or Unarmed Strike, you can
activate the Cleave mastery property in addition to a
different mastery property you're using.

MONSTROSITY

The serum expands your body to
monstrous proportions and can change your appearance
in cosmetic ways, such as by altering facial features, skin
tone, and hair length or color. Your reach increases by
5 feet, and once per turn when you miss with an attack
roll that relies on Strength, you can add your Rage
Damage bonus to the total, potentially causing the attack
to hit. If you are smaller than Large, you become Large,
along with anything you are wearing or carrying. If there
isn’t enough room to accommodate the size change, your
size doesn't change.

RECONSTRUCTION

The serum dulls pain and forces
wounds to rapidly knit. Upon activation and at the
start of each of your turns, you can expend and roll a
Hit Point Die. You regain a number of Hit Points equal
to the number rolled plus your Constitution modifier
(minimum of 1 Hit Point). You gain any excess beyond
your Hit Point maximum as Temporary Hit Points.
If you take Acid or Fire damage, this serum doesn't
function at the start of your next turn

AUGMENTION COMPOUNDS

Through continued experimentation or your natural
adaptation to your implants, you can now activate one
of the compound options below, in addition to a serum,
when you enter your Rage or change your chosen
serum. The chosen compound lasts for the duration of
your Rage, or until you choose a new compound.

CORROSIVE EXPULSION

When you take the Attack
action on your turn, you can replace one of your
attacks with a spray of caustic chemicals from your
implants in a 15-foot Cone, or a 30-foot Line that
is 5 feet wide (choose the shape each time). Each
creature in that area must make a Dexterity saving
throw (DC 8 plus your Constitution modifier and
Proficiency Bonus). Roll a number of d8s equal to your
Rage Damage bonus. On a failed save, a target takes
Acid damage equal to the total rolled, or half as much
damage on a successful one.

MADDENING FUMES

Your skin emits aggression spiking
fumes in a 30-foot Emanation. While in the
Emanation, an enemy's Speed is halved, and if it starts
its turn there it must succeed on a Wisdom saving
throw (DC 8 plus your Constitution modifier and
Proficiency Bonus) or have Disadvantage on attack
rolls against targets other than you until the start of its
next turn.

STIMULATED SENSES

You gain Blindsight out to a
range of 30 feet. If you already have Blindsight, its range
increases by 30 feet.

REACTIVE CATALYST

Your implants are now sensitive to your response to danger
and flood you with stimulating chemicals. When you
take damage, or when you gain the Blinded, Deafened,
Poisoned, or Stunned condition, you can take a Reaction
to enter your Rage before the damage or conditions are
applied. When you enter your Rage, you end any of those
conditions on yourself, including any triggering conditions.
Additionally, while your Rage is active, you have
Advantage on Constitution saving throws.

BIOCHEMICAL ADMIXTURE

Your body focuses and combines the strength of your
serums. When you activate an option of your Volatile
Serum, you activate two options instead of one.
Additionally, when a creature within 5 feet of you
damages you with a melee attack while your Rage is
active, the creature takes 1d12 Acid damage. A creature
can take this damage only once per turn

ALCHEMICAL INJECTOR

Glass reservoir cylinders set in
brass and iron frames hold multicolored, bubbling,
or luminous alchemical fluids

ALIEN GRAFTS

Portions of your body have been
replaced with parts of a dragon, a werewolf, or an
Aberration's rubbery tentacles. When you Rage, the
grafts overtake more of your body.

CONSTRUCT PROSTHESIS

You have prosthetic limbs,
eyes, or other replacements made of metal, stone,
or wood. When you Rage, the parts flare.

CRYSTAL FORMATIONS

Crystals grow from your body
across your shoulders and down your limbs. When
you Rage, the crystals glow, chime, or ring.

FUNGAL INOCULATION

Mushrooms and other fungal
growths overtake parts of your body, and vein-like
mycelium run along your skin from them. When
you Rage, the veins pulse and writhe

SPARKTECH AUGMENTATION

Copper, silver, and brass
coils in your back and arms run wires along your
skin to plugs. When you Rage, lightning crackles
across the metal.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2025 6:02:58 AM
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