Base Class: Barbarian
For some barbarians, it is not enough that they let out the primal ferocity within, they also enhance their rage to its limits using certain chemicals. Before long, they become addicted to these chemicals, welcoming both their benefits and side effects.
Chemical Rage
Starting when you choose this path at 3rd level, you can enhance it with chemicals when you go into a rage. If you do so, choose one of the options below. For the duration of your rage, you gain the benefits of the option you choose while also suffering the side effects of it. When your rage ends, you suffer necrotic damage equal to half your character level. This damage ignores resistance and immunity.
Nightshade. When you take the attack action, your rage damage is tripled for the melee weapon attacks you make with that action. You suffer a -1 penalty to your Armor Class, and you have disadvantage on Wisdom saving throws.
Whiteleaf. You gain a +2 bonus to your Armor Class, and you also have advantage on Wisdom(Perception) checks. Whenever you take damage, you must make a Wisdom saving throw or take psychic damage equal to your proficeincy modifier. The DC equals 10 or half the damage you take, whichever number is higher. You can only take this damage once per round.
Poppy tears. You are immune to both frightened and charmed conditions, also all healing on you is maximized. You can't use reactions.
Addict's Tolerance
Your constant exposure to different chemicals grant you tolerance against certain effects. At 6th level, you gain resistance to poison damage, and you have advantage on saving throws against being poisoned. Also, if you drop to 0 hitpoints by taking necrotic damage when your chemical rage ends, instead you drop to 1 hitpoints.
Overriding Effect
Starting at 10th level, while you are in a chemical rage, you can use your action to end one effect on yourself that is causing you to be blinded, deafened, paralyzed or poisoned.
Blood Injection
At 14th level, you can inject the chemicals directly into your blood flow when you go into a chemical rage. While under the effects of this injection induced rage, you melee weapon attacks deal additional 1d12 damage that is same damage type with your weapons, also attacks against you have disadvantage, and you have advantage on all saving throws.
During this injection induced rage you suffer psychic damage at the end of each of your turns. Starting with the first round, you suffer 2d12 psychic damage at the end of your turn. This damage increases by 1d12 each round until your rage ends.
Once you use this ability, you can't go into a chemical rage until you take a long rest. You can still go into a regular rage.
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