Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Scorpion draw strength from the harshest deserts, where only the most resilient predators survive. These warriors learn to fight as the scorpion does — with patience, precision, and overwhelming brutality. Their rage is not wild fury, but a cold, venomous focus that weakens foes and crushes them in an unbreakable grasp.

When they enter battle, their movements become low, coiled, and predatory. Their hands strike like claws, their grapples tighten like chitinous pincers, and their finishing blows land with the deadly certainty of a scorpion’s stinger. As they grow in power, they learn to slip through sand and dust like a burrowing predator, appearing where enemies least expect. At their peak, they become living desert titans — able to restrain multiple foes, poison them with every movement, and drag them into the dirt where escape is impossible.

The Path of the Scorpion is chosen by survivors, hunters, and those who understand that the desert rewards only those who strike first and strike true.

Level 3: Venom Rage

When you enter a rage, your attacks take on the predatory nature of a desert scorpion. While raging:

  • Your unarmed strikes deal 1d6 poison damage + strength modifier instead of normal damage.

  • When you hit a creature with an unarmed strike, it must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier) or be poisoned until the start of your next turn.

  • You have advantage on Strength (Athletics) checks to grapple.

  • You can grapple creatures one size larger than normal.

Level 6: Stinger Strike

As a bonus action, you can make a special melee attack with a spectral scorpion tail:

  • Reach: 10 feet

  • Damage: 1d8 + strength modifier (piercing)

  • The target must make a Constitution saving throw or take 1d8 poison damage and have its speed halved until the end of its next turn.

You can use this feature a number of times equal to your proficiency modifier, regaining all uses after a long rest.

Level 10: Sandstep Burrow

While raging, you can use 5 feet of movement to burrow into sand, dust, or loose earth and reappear in an unoccupied space you can see within 20 feet.

  • This movement does not provoke opportunity attacks.

  • It counts as teleportation.

  • You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Level 14: Emperor's Grasp

When you have a creature grappled:

  • It takes 1d6 poison damage at the start of each of its turns.

  • You can maintain grapples on two creatures at once (both up to one size larger).

  • When you hit a creature you are grappling, you deal extra damage equal to your Rage Damage bonus.

Previous Versions

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