Base Class: Barbarian
Laughter, Freedom and the roar of a Chainsaw. The sounds tyranny fears.
Barbarians who choose to walk the Path of the Chainsaw Klownage choose to become the tool of the freedom they so much craved.
By drinking the Show Ichor, they broke free from the chains that once hold them down, Whether forged by gods, kings, fears, or they own despair. They are now transformed. With the act of absolute defiance and sheer determination. These barbarians understand that Their old self must die so that something louder free, and much more dangerous can take it place.
The ichor does not create rage, it gives form to the rage that already existed. A brutal one for that matter.
Every humiliation endured, every injustice suffered, every harness forced down one throat, fuel the engine of rebellion, now manifested flesh in machine in the form of teeth of steel and roaring motor that screams and demands. Freedom or Carnage.
To The Show, Chainsaw Klowns are not warrior, they are the actors. The actors of what happen when one is pushed around too much, and that reflection of what it truly means to be unchained from your captors, Every battle is your stage, every enemy an unwilling audience, and every tyrant another arc on your performance. With reckless enthusiasm, unbreakable resilience, and a grin against the terrors of the world, Carnage is they performance, the chainsaw they instruments, No cage, no chain, and no manacle can hold you, no orders, demands or pleas can calm you down.
Level 3: Rev the Engine
3th-Level Path of the Chainsaw Klownage Feature
"The first pull of the cord echoes like thunder. Then the laughter begins."
At level 3 The Show's Ichor has transformed your body into an instrument of glorious rebellion. Every battle feeds the engine within you, and the louder it roars, the more spectacular your performance becomes. Your body becomes the Show's favored instrument of liberation. Flesh, bone, and steel merge into roaring chainsaws that tear through both tyrants and their cages.
Instrument of Liberty
You can manifest or dismiss the Show's chainsaw at will, requiring no action. When manifested, it can either emerge from your body or appear as a handheld weapon formed from the Show's Ichor. When manifested from your body, it doesn't occupy your hands or prevent you from holding or manipulating objects.
Your chainsaw is a natural weapon with which you have proficiency. It counts as a martial melee weapon, deals 2d6 Magical Slashing damage, and uses Strength for its attack and damage rolls.
At the end of a Long Rest, you can incorporate one melee weapon that lacks the Light or Thrown property into your body. Your chainsaw gains the incorporated weapon's damage dice, weapon properties, Weapon Mastery, and magical properties while retaining its own. If the weapon requires Attunement, you must remain attuned to it to gain its benefits. The incorporated weapon can't be wielded separately while incorporated. If you incorporate another weapon, the previous weapon is expelled into an unoccupied space within 5 feet of you.
While you are Raging, your chainsaw gains the Heavy property and the Cleave Weapon Mastery.
Revving Chaos
Your engine runs on a volatile resource called Revving Chaos. You have a maximum of 7 Revving Chaos, and your pool starts at 0 whenever you enter Rage. You can expend these points to use your Klownage Acts you have from this subclass.
You gain Revving Chaos when you meet the following conditions:
- Enter Rage: When you enter your Rage, you gain 1 Revving Chaos.
- Chain Through Them: The first time each turn you hit a different creature with your chainsaw, you gain 1 Revving Chaos.
- Finish Them: When you reduce a creature to 0 hit points, you gain 1 Revving Chaos.
- Critical Hit: When you score a critical hit with your chainsaw, you gain 2 Revving Chaos.
- Carnage Dance: The first time each turn you successfully grapple, or shove a hostile creature, you gain 2 Revving Chaos
Your Revving Chaos is tied to your Rage. When your Rage ends, you lose all Revving Chaos. If you begin your turn with 0 Revving Chaos while raging, your Rage immediately ends. Your engine has stalled, and without its roar, your performance comes to an abrupt end.
Klownage Acts
These are your acts of Klownage, presented from the lower cost to the highest cost.
- Bloody Feet, No Shoes...
As part of your movement, you can expend 1 Revving Chaos to gain a climbing Speed equal to your Speed until the end of the current turn.
- Kick Down the Door...
When you make your first attack with your chainsaw on your turn, you can expend 1 Revving Chaos. Until the end of the turn, your chainsaw attacks deal maximum damage to objects and structures.
- Hear the Chainsaw Rumble...
As a Bonus Action, you can expend 2 Revving Chaos to gain Tremorsense out to a range of 30 feet until the start of your next turn.
- It is a Party...
As a Bonus Action, you can expend 3 Revving Chaos to make an Unarmed Strike that can only beused to Grapple or Shove a creature
If you Shove the target, you can push it up to 15 feet instead of 5 feet.
If you attempt to Grapple, you can target a creature within 15 feet of you. On a successful grapple, you can either pull the target to an unoccupied space within 5 feet of you or move to an unoccupied space within 5 feet of the target.
Tip: Did you know a friendly ally is also a creature?
- Bloody Shower...
When you hit a creature with your chainsaw, you can expend 4 Revving Chaos to inflict grievous wounds. Until your Rage ends, Whenever that creature regains hit points, it regains only half as many.
- Over Heating...
As a Bonus Action you can expend 5 Revving Chaos to enter an Overheated state that lasts until your Rage ends.
While in this state, whenever you hit a creature with your chainsaw, you take 1d6 Radiant damage that can't be reduced or prevented. The creature takes Slashing damage equal to the Radiant damage you took.
- Smell That Fuel, Feel The Power...
As a Bonus Action you can expend 5 Revving Chaos. When you do, you make one attack with your chainsaw.
Level 3: The Show Must Go On
3th-Level Path of the Chainsaw Klownage Feature
"Rules and gods has little say in your performance, as you mock them with heresy."
The Show's Ichor refuses to let your spirit be shackled by divine authority. Though holy power burns your unnatural body, it cannot silence your performance.
While you are Raging, you cannot benefit from resistance or immunity to Radiant damage granted by spells, magic items, racial traits, or class features. If you would gain such a benefit, it is suppressed until your Rage ends. Epic Boons are unaffected.
Despite your Rage, the Show allows moments of impossible theatricality. While Raging, you can cast and concentrate on the following spells even though Rage would normally prevent you from doing so, provided you know or otherwise have them prepared.
While you are Raging, you can cast the following spells and maintain Concentration on them, despite the normal restrictions of Rage, provided you otherwise have the ability to cast them: Thaumaturgy, Dancing Lights, Mage Hand, Tasha's Hideous Laughter, Charm Person, Unseen Servant, Mirror Image, Suggestion, Silence.
This feature does not grant you the ability to cast any of these spells.
Level 6: Blasphemous Momentum
6th-Level Path of the Chainsaw Klownage Feature
"They may try to silence your performance, But the demon engine will only roar louder."
At level 6 The engine within you refuses to be silenced, feeding on holy punishment and your own reckless determination. You now posses more ways to start and keep your performance going, despite attempts to silence you.
When you roll Initiative, if you aren't already Raging, you can immediately enter your Rage as part of rolling Initiative.
In addition, when you hit a creature with your chainsaw, you can use your Reaction to enter your Rage immediately after the attack resolves. If you do, the triggering attack is treated as though it were made while Raging for the purpose of your subclass features.
While you are Raging, once per turn when you take Radiant damage, you gain 2 Revving Chaos, up to your maximum.
Also while you are Raging, once on each of your turns, you can expend one of your remaining uses of Rage (no action required) to gain 1 Reving Chaos. If you would begin your turn with 0 Revving Chaos, you can instead expend one of your remaining uses of Rage. If you do, your Rage doesn't end, and you gain 1 Revving Chaos.
Level 10: Unchained
10th-Level Path of the Chainsaw Klownage Feature
"Chains can bind flesh. Not the spirit."
The Show refuses to let your act end before its final encore. Even as divine judgment and mortal shackles close around you, your engine tears through your own body before it allows another to control it.
When you would gain the Grappled, Restrained, Stunned, Charmed, Frightened, Paralyzed, or Petrified condition while you are conscious, you can expend 3 Revving Chaos. When you do, you immediately take 3d12 + 6 Radiant damage, which can't be prevented or reduced in any way, and you don't gain the triggering condition.
Level 14: Klownage Showstoppers
14th-Level Path of the Chainsaw Klownage Feature
"Its like a train wreck, you just cant avert your eyes, The difference that for some reason you want to join it."
At 14th level, your performance reaches its grand finale. Every act becomes more spectacular, your engine roars louder than ever before, and the Show demands an unforgettable ending. Each of your Klownage Acts gains the following additional benefit when used.
- Bloody Feet, No Shoes, Get into the party!
In addition to its normal effects of Bloody Feet, No Shoes..., Your movement doesn't cost you extra movement for difficult terrain.
- Kick Down the Door, Break the cage!
In addition to its normal effects of Kick Down the Door... When you attack an object or a structure with your chainsaw, the attack automatically scores a critical hit.
- Hear the Chainsaw Rumble, Know you cant hide!
In addition to ts normal effects of Hear the Chainsaw Rumble... , You gain Truesight with a range equal to the Tremorsense.
- It is a Party, Everyone is invited!
The range of your special Shove and Grapple granted by It Is a Party... increases to 30 feet. In addition, when you use It Is a Party... When you use this feature to Shove a creature and choose to knock it Prone, the creature takes 1d12 Bludgeoning damage.
- Bloody Shower, See the bloody squirt
In addition to its normal effects of Bloody Shower..., the creature takes 2d4 Necrotic damage at the start of each of its turns while affected by Bloody Shower.
- Over Heating, Over my head!
While Over Heating, the Radiant damage you take and the corresponding Slashing damage dealt to the creature each increase to 2d6. This damage can't be prevented or reduced. In addition, your chainsaw attacks ignore resistance to Slashing damage.
- Smell That Fuel, Feel The Power, We devour you, coward!
When you use Smell That Fuel, Feel The Power..., you make two attacks with your chainsaw instead of one. Until the start of your next turn, The first time each ally hits one of those creatures with a melee attack before the start of your next turn, that ally deals extra damage equal to your Rage Damage.
Previous Versions
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