Base Class: Barbarian
Barbarians who walk the Path of the Rock draw their rage from a bestial spark burning within their souls. The Rockbursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters, perhaps even the Rock himself. You can choose the origin of your feral might or determine it by rolling on the Origin of the Rock table.
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Origin of the Rock |
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1d4 |
Origin |
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1 |
One of your parents is a lycanthrope, bit by a Were-Rock. You've inherited some of their curse. |
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2 |
You are long descended from Dwanye “The Rock” himself and inherited the ability to take his righteous shape. |
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3 |
A fey spirit gifted you with the ability to adopt god-like aspects of the Rock. |
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4 |
His ancient spirit dwells within you, allowing you to walk this path. |
Level 3: Form of the Rock
When you enter your rage, you can transform, revealing the Rock’s power within you. Until the rage ends, you manifest his god given looks, insane muscle mass and glorious bald head as natural weapons. Choose an additional attack & it will count as a simple melee weapon for you. Just add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the natural weapon’s form each time you rage:
- Shiny Headbutt: It deals 1d8 bludgeoning damage on a hit. Once per turn when you damage a creature with this attack, you regain a number of hit points equal to your proficiency bonus.
- Jumanji Fists: It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a Fist using the Attack action, you can make one additional attack as part of the same action or use this natural weapon with two-weapon fighting.
- What He’s Cooking: Deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to show them what the rock is cooking and roll a d10, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Level 6: The Rock’s Soul
The feral power within you increases, you can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
- Your skin hardens to Rock. Your hit point maximum hit points increase by your barbarian level plus your constitution modifier. In addition, you have a +2 bonus to your Armor Class.
- You gain a flying speed equal to your walking speed.
Level 10: Fast and Furious
When you hit a creature with your natural weapons while you are raging, the Rock within you can curse your target with a fast and furious rage. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
Level 14: Call to the Fight
The Rock within you grows so powerful that you can spread his ferocity to others and gain resilience from them joining your Fight. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns:
Gift of Maui: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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