Base Class: Barbarian
The following subclass was created by Sinlaire. This homebrew is meant for the purpose of utilizing the subclass within D&D Beyond. If you use this subclass, please support Sinlaire through their Patreon.
To fight, to evolve, to survive—this is the path of the Infected. Whether by choice or cruel fate, they have become host to a parasite that knows only one law: survival. It does not recognize honor, mercy, or restraint—only the need to endure.
As battle rages, it twists their flesh, hardens their bones, and hones their instincts, forging them into beings of relentless adaptation. Each wound inflicted, each blow endured, only strengthens the bond between host and parasite, transforming them into something faster and stronger. The longer the fight continues, the less human they become. To those who face them, they are not merely warriors—they are unfolding nightmares, something that must be slain before it is too late.
The parasite reshapes their flesh with every heartbeat, a constant struggle—not just for survival, but for identity. They are caught between what they were and what they are becoming, locked in a battle of will against the force within. Do they resist, clinging to the last remnants of themselves, or surrender to the creature lurking beneath their skin? In the end, only one can prevail—will they master the parasite, or will it master them?
Twisted Physiology
The parasite has permanently reshaped your body, changing your skin and muscles, reinforcing your defenses and enhancing your mobility. While not wearing medium or heavy armor, you gain a bonus to AC equal to half your proficiency bonus (rounded down).
Your mutated limbs serve as natural weapons, and your unarmed strikes deal 1d6 bludgeoning or slashing damage, increasing to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level, based on your Barbarian level. You also gain a climbing speed equal to your walking speed and can move upside down on surfaces.
Unstable Growth
While raging, your parasite mutates your body in response to battle. At the start of each of your turns, including when you enter a rage, roll 1d6 + your Constitution modifier and add the total to your Mutation Points pool. You also gain 1 Mutation Point each time you hit a creature with an attack. Additionally, when you roll a natural 20 on an attack or saving throw, or when you reduce a creature to 0 hit points while raging, roll 1d6 + your Constitution modifier and add it to your pool.
Lastly, as a bonus action, you can gain temporary hit points equal to your Proficiency modifier and add the same number to your Mutation Points pool.
These points fuel your evolving mutations, unlocking new adaptations as you reach certain thresholds. Your body can store up to 40 mutation points. Any excess point beyond that will vanish at the end of your turn. All Mutation Points reset to 0 when your rage ends, and you return to your normal form.
Mutation Table
| Mutation Points | Mutation Gained |
| 5 | Hardened Flesh: Gain +1 AC. |
| 10 | Twisting Muscles: Your melee weapon attacks deal an additional 1d6 damage, and your movement speed is increased by 10 feet. |
| 15 | Serrated Strikes: Once per turn, when you hit a creature with a melee weapon attack, it must make a Constitution saving throw (DC = 8 + your Constitution modifier). On a failed save, the creature is poisoned until the end of its next turn. |
| 20 | Lashing Tendrils: As a bonus action, you can make an unarmed strike with a reach of 10 feet. |
| 25 | Spined Growths: Creatures that hit you with melee attacks take 1d6 piercing damage. |
| 30 | Enlarged Frame: Your size increases by one category and your reach increases by 5 feet. |
| 35 | Abyssal Ferocity: Your critical hit range expands to 19–20. |
| 40 | Final Evolution: Your body reaches its apex form. At the end of your turn, you can choose to gain temporary hit points equal to the number of Mutation Points you generated that turn. Additionally, the extra damage from Twisting Muscles increases to 2d6. |
Symbiotic Resilience
Your parasite reinforces your body, making you more resistant to harm. You gain resistance to poison damage and advantage on saving throws against the poisoned condition. Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks. Additionally, whenever you regain hit points or gain temporary hit points, you gain extra hit points or temporary hit points equal to your Constitution modifier.
Survival of the Fittest
Your parasite refuses to let you fall, twisting your flesh and instincts to survive at any cost, driving you forward even as your body breaks. While raging, you gain the following benefits based on your current hit points. These benefits last until your hit points rise above the respective threshold or until your rage ends:
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Below half your maximum hit points: You gain resistance to all damage except psychic.
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At 25 hit points or lower: When a creature hits you with a melee attack, you can use your reaction to immediately make a melee attack against them.
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At 0 hit points: When you take a damage that would reduce you to 0 hit points, you can reduce your current mutation point by 10 to make a Constitution saving throw (DC 10 + damage taken). On a success, you drop to 1 hit point instead.
Additionally, whenever you receive healing while raging, instead of regaining hit points, you can choose to gain an equal amount of temporary hit points up to half your maximum hit points. This temporary hit point only lasts until the end of the rage.
Perfect Host
When you rage, the parasite pushes you beyond mortal limits, enhancing your strength and reflexes. When you first enter a rage, you can now roll an additional 2d6 and add the total to your Mutation Points pool. For the duration of your rage, you can make one additional melee weapon attack whenever you take the Attack action on your turn. Additionally, you gain an extra reaction each round; however, you can only use one reaction each turn. These benefits last until your rage ends.
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