Base Class: Barbarian
Path of Evolution
Level 3: Adaptive Mutation
When you enter a rage, roll a d12 on the Adaptive Mutation table or choose one option. The mutation lasts for the duration of your rage.
Natural weapons granted by this feature count as magical for the purpose of overcoming resistance and immunity.
Adaptive Mutation (d12)
1 — Predatory Claws
Your forearms extend into hooked rending talons.
Your claws deal [roll]1d6[/roll] slashing damage.
Once per turn, when you hit the same creature with two melee attacks on your turn, it must make a Strength saving throw (DC = 8 + PB + Con mod).
On a failure, it takes [roll]1d6[/roll] additional slashing damage and begins Bleeding until the start of your next turn.
A Bleeding creature takes damage equal to your Rage Damage bonus at the start of its turn.
2 — Hardened Carapace
Plates of bone or chitin erupt across your body.
You gain +1 AC while raging.
A creature that hits you with a melee attack takes damage equal to your Rage Damage bonus.
3 — Bestial Stride
Your legs reconfigure for explosive movement.
Your speed increases by 15 feet.
You may take the Dash action as a bonus action.
4 — Venom Glands
Your strikes drip with toxin.
Once per turn when you hit with a melee or natural weapon attack, the target must make a Constitution saving throw.
On a failure, it takes [roll]1d6[/roll] poison damage and is Poisoned until the start of your next turn.
5 — Ravaging Bite
Your jaws lengthen and strengthen.
Your bite deals 1d6 piercing damage.
If you already have a bite attack, its damage increases by [roll]1d6[/roll].
When you hit with your bite, you may add your Rage Damage bonus again to the damage.
6 — Spore Bloom
Fungal vents pulse along your shoulders and back.
At the start of your turn, you may choose one creature within 10 feet (other than yourself). That creature regains hit points equal to your Constitution modifier (minimum 1).
Once per rage as a bonus action, you release a Healing Spore Cloud in a 10-foot radius.
Allies of your choice in the area regain hit points equal to your barbarian level.
The area becomes lightly obscured until the start of your next turn.
7 — Glider Wings
Membranous or insectile wings sprout from your back.
You gain a flying speed equal to your walking speed.
You must end your turn on solid ground or fall.
You reduce falling damage by five times your barbarian level.
8 — Camouflage Hide
Your skin ripples and shifts in colour and texture.
You gain advantage on Dexterity (Stealth) checks.
If you move no more than half your speed on your turn while raging, you become heavily obscured to creatures more than 10 feet away until the start of your next turn.
If a creature misses you while you are obscured this way, you may move up to 10 feet without provoking opportunity attacks.
9 — Predatory Reach
Your limbs elongate unnaturally.
Your melee reach increases by 5 feet.
Once per turn when you hit a creature, you may pull it 5 feet closer to you.
10 — Acidic Blood
Your blood becomes corrosive.
When a creature hits you with a melee attack within 5 feet, it takes [roll]1d6[/roll] acid damage.
11 — Brutal Momentum
Your muscles swell and your frame expands mid-charge.
If you move at least 20 feet straight toward a creature and hit it with a melee attack on the same turn, you grow one size larger (maximum Large) until the end of your turn.
The target must make a Strength saving throw or be knocked prone and take extra damage equal to your Rage Damage bonus.
While enlarged this way, you have advantage on Strength checks and Strength saving throws, and your reach increases by 5 feet.
12 — Primal Roar
Your lungs mutate into a destructive organ.
As an action, you exhale energy in a 15-foot cone.
Creatures in the area make a Dexterity saving throw.
On a failure, they take [roll]2d6[/roll] damage (choose acid, poison, fire, or thunder when you gain this mutation). On a success, half damage.
You cannot use this breath again during the same rage.
Level 6: Reactive Mutation
When a creature deals damage to you while you are raging, you may use your reaction to gain resistance to that damage type until the start of your next turn.
You may use this feature a number of times equal to your Constitution modifier per long rest.
Additionally, your mutations evolve further:
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Claws: Damage becomes [roll]1d8[/roll]. Bleeding lasts until the end of the creature’s next turn.
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Carapace: AC bonus becomes +2.
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Stride: You ignore difficult terrain and may move across vertical surfaces during your turn (must end on solid ground).
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Venom: Poison damage becomes [roll]2d6[/roll]. On a failed save, the creature is Poisoned until the end of its next turn.
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Bite: Damage becomes [roll]1d8[/roll] (or +[roll]1d8[/roll] if already possessed). If you bite a creature below half HP, you gain temporary HP equal to your Con modifier.
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Spore Bloom: Start-of-turn healing becomes twice your Con modifier. Healing Spore Cloud restores twice your barbarian level.
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Wings: You gain full flight for the duration of your rage.
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Camouflage: While obscured by this feature, attacks against you are made at disadvantage. If you begin your turn obscured, your first attack that turn has advantage.
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Reach: Reach increases to 10 feet. You may grapple Large creatures.
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Acidic Blood: Damage becomes [roll]2d6[/roll] and ignores resistance.
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Momentum: When you enlarge, it lasts for 1 minute while raging. Once enlarged this way, you cannot enlarge again during the same rage.
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Breath: Damage becomes [roll]3d6[/roll] and the cone becomes 30 feet.
Level 10: Rapid Evolution
While raging, you may use a bonus action to roll again on the mutation table and gain the new result, replacing the previous mutation.
When you reduce a creature to 0 hit points, you gain temporary hit points equal to your barbarian level.
Level 14: Apex Form
When you enter a rage, roll twice on the mutation table (or choose two). You gain both mutations.
At the start of each of your turns while raging, choose one:
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Regain hit points equal to your Constitution modifier.
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Gain advantage on your next attack this turn.
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Increase your reach by 5 feet until the end of the turn.
Once per rage, if you would be reduced to 0 hit points but not killed outright, you instead drop to 1 hit point and may immediately roll a new mutation without using an action.
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