Base Class: Barbarian
Something in your blood is touched by strange magic. Whether the source is known or not, all you do know is that at the peak of your anger, your body begins to warp and grow to take a more monsterous form. Could be Lycanthropy or even some dabbling into blod magic gone wrong. The form you take is dectated by the player whn selecting this subclass.
Level 3: Monstrous Form
Towering: If you are medium or smaller, you become large. If there is not enough space for you to grow, you are incapable of raging.
Monsterous Weapons: You're unarmed strikes deal 1d8 Slashing or piercing damage (choose when you select this subclass). When raging, this increases to 2d8.
Muscular Body: You can choose to use your strength instead of dexterity for determining your AC for your Unarmored defense (Whichever is higher)
Cursed Nature: When you activate your rage and at the start of each turn after, you must roll a d20. On a 10 or lower you let instincts take hold and must attack a randon creature within range chosen by the DM. Of ther is no creature within range, you must move in the direction of the closest creature to make the attack. You must dash if you don't have enough movement speed to reach them.
Level 6: Dreadful Fury
Taste for Blood: Once per turn when you strike a bloodied creature with an attack roll, you can attack another creature within 5 feet of the target that is still within your reach.
Heavy Swipe: As an action you can deliver a powerful swipe using your weapon or claws. Target a creature within 5 feet of you. It and all creatures within 5 feet of the target (That is still within your reach) must make a Dexterity Saving Throw (DC= 8 + Strength Mod + Proficiency Bonus). Each creature that fails it's save takes damage equal to your unarmed strikes or the weapon used in this attack. If you used reckless attack, this saving throw is made with disadvantage.
Find Clarity: You can add your Wisdom Modifier to the d20 test to maintain your control.
Level 10: Horrible Rampage
Long Arms: While raging your reach for your attacks and all your barbarian subclass features before this increases to 10 feet.
Monstrous Charge: While raging, you can dash as a bonus action. If you've moved 30 feet or more towards a creature, the next unarmed strike you make against them forces them to make a Strength Saving Throw. On a Failed save the target is knocked prone.
Dreadful Roar: When you drink a creature to 0 hp or give a creature the bloodied condition, you can let out a horrid roar as a bonus action. All creatures within 15 feet must succeed a Constitution Saving Throw (DC= 8 + Strength Mod + Proficiency Bonus) or have the frightened condition for 1 minute. Creatures may repeat the saving throw at the end of each of their turns. If the creature making the saving throw to break fear can see you, it is made with disadvantage. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Level 14: Hulking Terror
Unerve: Once per turn when hitting a creature with your unarmed strike, they must make a Wisdom Save against your Dreadful Roar DC or have disadvantage on it's attack rolls targeting you until the start of your next turn. Creatures immune to fear are immune to this effect, and creatures that have advantage on saves preventing the frightened condition can make this save with advantage.
True Fear: When using your Dreadful Roar feature, targets that fail their save must drop what they are holding as well and use their movement speed and action to dash away from you.
Grim Strike: When using your Taste for blood feature, instead of making an additional strike on a different creature, you may choose to deal an additional 2d6 necrotic damage and the target in unable to heal until the start of your next turn.
Controlled Curse: You may roll 2 d20s instead of 1 for your Cured Naure feature and choose the highest number.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/5/2026 5:17:34 AM
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2
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0
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5.5e
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Coming Soon
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