Base Class: Barbarian
Use the power of monsters for yourself by becoming like them.
Partial Transformation
Starting at 3rd level, you can choose two creature archetypes. These become your transformation options. You can choose an additional option at 6th, 10th, 14th, and 18th level.
When you enter a rage, you can choose one of your transformations to activate. Upon doing so your body partially alters based on the transformation you chose. The transformation lasts until your rage ends.
Abberation
When this transformation is activated, your arms twist into an amalgamation of flesh, tendrils, mouths, and teeth. You gain the following benefits while your rage persists:
- Unarmed strikes with your arms deal 1d8 bludgeoning damage. When you hit a medium or smaller creature with one of your arms, you can choose to automatically grapple it. You can not attack with an arm that is grappling a creature.
- The mouths of your form whisper incoherent madness. Each creature that starts its turn grappled by one of your arms must succeed on a Wisdom saving throw or become frightened until the start of it's next turn and take 1d6 psychic damage.
Beast
When this transformation is activated, you grow claws and fur from your arms. You gain the following benefits while your rage persists:
- Your unarmed strikes deal 2d6 slashing damage.
- If you move at least 20 feet straight toward a target and then hit it with an unarmed attack on the same turn, the target takes an extra 2d6 piercing damage. If the target is a medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone.
- Your unarmed attacks score a critical hit on a roll of 19–20.
Celestial
When this transformation is activated, your blood flows with holy energy and a halo forms over your head. You gain the following benefits while your rage persists:
- Your melee weapon attacks deal an additional 1d8 radiant damage.
- You gain advantage on saving throws against spells and other magical effects.
Construct
When this transformation is activated, your arms reconstruct into metallic appendages. You gain the following benefits while your rage persists:
- Your unarmed strikes deal 1d10 bludgeoning damage.
- Your armor class is increased by 2.
Dragon
When this transformation is activated, your body grows a set of blue scaled claws and wings. You gain the following benefits while your rage persists:
- You gain a flying speed of 30 feet.
- Your unarmed attacks deal 1d6 slashing damage.
- You don't provoke opportunity attacks when you fly out of an enemy's reach.
Elemental
When this transformation is activated, your body grows earthen plates that cover parts of your body. You gain the following benefits while your rage persists:
- You gain a number of temporary hit points equal to twice your level. If any of these are remaining at the end of your rage, they disappear.
- Your unarmed strikes deal 1d10 bludgeoning damage and deal double damage to objects and structures.
Fey
When this transformation is activated, your body shifts slightly into a more slender and elven physique. You gain the following benefits while your rage persists:
- When you attack with a ranged weapon, you can use your Strength instead of Dexterity. Additionally, your rage damage bonus and reckless attacks apply to ranged weapons.
- You gain advantage on saving throws against being charmed.
Fiend
When this transformation is activated, your blood boils with demonic rage. You gain the following benefits while your rage persists:
- Magical darkness doesn't impede your vision.
- At the start of your turn you regain a number of hit points equal to your constitution modifier. If you take radiant damage, this trait doesn’t function at the start of your next turn.
- Your unarmed strikes deal 1d6 slashing damage.
Giant
When this transformation is activated, your body expands slightly. You gain the following benefits while your rage persists:
- Your height and weight increase until your size becomes large.
- You can wield two handed weapons in one hand.
Ooze
When this transformation is activated, your body excretes an acidic substance. You gain the following benefits while your rage persists:
- When a creature hits you with a melee attack, they take 1d4 acid damage.
- Your unarmed attacks deal 1d6 acid damage.
Plant
When this transformation is activated, your arms become a mass of vines and vegetation. You gain the following benefits while your rage persists:
- Your unarmed strike range becomes 10 feet and deal 1d6 bludgeoning damage.
- When you hit a medium or smaller creature with an unarmed attack, you can choose to push or pull them. The creature must succeed on a Strength saving throw or be moved up to 10 feet.
Undead
When this transformation is activated, your blood blackens and your skin becomes pale. You gain the following benefits while your rage persists:
- Your unarmed strikes deal 1d8 necrotic damage.
- If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Monstrous Strength
Full Transformation
At 10th level, you have gained the capability to fully change your entire physical being. When you enter a rage, you can choose one of your transformations to activate fully. Upon doing so your body alters based on the transformation you chose. The transformation lasts until your rage ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Abberation
When this transformation is activated, your body twists into an amalgamation of flesh, tendrils, mouths, and teeth. You gain the following benefits while your rage persists:
- You become resistant to psychic damage and you become immune to being frightened.
- You can make unarmed strikes with your tendrils. These tendrils deal 1d8 bludgeoning damage. When you a hit a medium or smaller creature with a tendril, they are automatically grappled. You can grapple up to four creatures. You can not attack with a tendril if it is grappling a creature.
- The mouths of your form whisper incoherent madness. Each creature that starts its turn within 10 feet must succeed on a Wisdom saving throw or take 2d6 psychic damage, become frightened until the start of it's next turn, and have it's speed become 0 while frightened in this way.
- When you kill a creature made of flesh, you can absorb it's body into your own as a reaction and regain an amount of hit points equal to your level.
Beast
When this transformation is activated, you become an apex predator of fur, tusk, and claw. You gain the following benefits while your rage persists:
- Your height and weight doubles and your size becomes large.
- Your walk speed is doubled.
- Your unarmed strikes deal 2d6 slashing damage.
- If you move at least 20 feet straight toward a target and then hit it with an unarmed attack on the same turn, the target takes an extra 3d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
- Your weapon attacks score a critical hit on a roll of 18–20.
Celestial
When this transformation is activated, your body transforms into a being of light and purity. You gain the following benefits while your rage persists:
- You become resistant to radiant and necrotic damage.
- You gain a flying speed of 30 feet.
- Your melee weapon attacks deal an additional 2d8 radiant damage.
- You gain advantage on saving throws against spells and other magical effects.
- As a bonus action you can touch another creature within 5 feet. The target magically regains 2d8 hit points and is freed from any disease, poison, blindness, or deafness.
Construct
When this transformation is activated, your body reconstructs into a being of metal. You gain the following benefits while your rage persists:
- You become resistant to force and poison damage.
- Your height and weight are doubled. Your size becomes large.
- Your unarmed strikes deal 1d10 bludgeoning damage.
- Your armor class is increased by 5.
- You gain advantage on saving throws to resist being charmed, frightened, paralyzed, petrified, and poisoned.
- You are immune to any spell or effect that would alter your form.
Dragon
When this transformation is activated, your body grows claws, blue scales, a tail, and wings. You gain the following benefits while your rage persists:
- Your unarmed strikes deal 2d6 slashing damage.
- Your armor class becomes 18 if it is less than 18.
- You gain a flying speed of 60 feet.
- You become resistant to Lightning damage.
- You don't provoke opportunity attacks when you fly out of an enemy's reach.
- You can replace an unarmed attack with a tail attack. On a successful hit, the creature takes 1d8 bludgeoning damage and must succeed on a Dexterity saving throw or be knocked prone.
Elemental
When this transformation is activated, your body adapts earthen plates and stone. You gain the following benefits while your rage persists:
- Your height and weight are doubled. Your size becomes large.
- You gain a number of temporary hit points equal to three times your level. If any of these are remaining at the end of your rage, they disappear.
- Your unarmed strikes deal 1d10 bludgeoning damage and deal double damage to objects and structures.
- You gain 60 feet of tremorsense.
Fey
When this transformation is activated, your body shifts like an illusion into an elegant form. You gain the following benefits while your rage persists:
- When you attack with a ranged weapon, you can use your Strength instead of Dexterity. Additionally, your rage damage bonus and reckless attacks apply to ranged weapons.
- Your ranged weapon attacks deal an additional 1d8 psychic damage.
- Your body is protected by illusions. Creatures have disadvantage on attack rolls against you.
- You gain advantage on saving throws against being charmed.
- You have advantage on charisma checks.
Fiend
When this transformation is activated, your body grows and burns with demonic rage. You gain the following benefits while your rage persists:
- Your height and weight double and your size becomes large.
- You become resistance to fire damage.
- Magical darkness doesn't impede your vision.
- At the start of your turn you regain a number of hit points equal to twice your constitution modifier. If you take radiant damage, this trait doesn’t function at the start of your next turn.
- Your unarmed strikes deal 1d6 bludgeoning damage. Additionally, each creature within 5 feet of the point of impact other than you take 2d6 fire damage as flame erupts.
Giant
When this transformation is activated, your body expands into a hulking behemoth. You gain the following benefits while your rage persists:
- Your height and weight increase until your size becomes huge.
- You can dual wield two handed weapons. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off hand attack.
- Your melee range is increased by 5 feet and your melee weapon attacks deal an additional 1d12 damage.
- You are proficient with improvised weapons.
- When you grapple a medium or smaller creature, they become restrained. While a creature is restrained in this way, you can replace an attack to throw the creature up to 50 feet. If the creature collides with anything, the creature and whatever they collide into both take a number of d6 bludgeoning damage for every 10 feet traveled.
Ooze
When this transformation is activated, your body becomes amorphous and slime-like. You gain the following benefits while your rage persists:
- You become resistant to acid damage.
- Your height and weight increase until your size becomes large.
- You gain a climbing speed of 30 feet.
- When a creature hits you with a melee attack, they take 2d6 acid damage.
- Your unarmed attacks deal 3d6 acid damage.
- You can move through a space as narrow as 1 inch wide without squeezing.
- You are immune to being prone.
- You gain a sense of blindsight to a distance of 30 feet.
Plant
When this transformation is activated, your body becomes a mass of vines and vegetation. You gain the following benefits while your rage persists:
- You become resistant to poison damage and immune to the poisoned condition.
- When a creature starts it's turn within 10 feet of you, it must succeed on a Constitution saving throw or be stunned until the start of it's next turn.
- Your unarmed strike range becomes 15 feet and deal 2d6 bludgeoning damage. If you hit a stunned creature with an unarmed strike, they take an additional 2d6 poison damage.
- When you hit a medium or smaller creature with an unarmed attack, you can choose to push or pull them. The creature must succeed on a Strength saving throw or be moved up to 15 feet.
- The ground within 15 feet of you becomes difficult terrain to enemy creatures.
Undead
When this transformation is activated, your form echoes into the darkness of the shadowfell. You gain the following benefits while your rage persists:
- You become resistant to necrotic and cold damage.
- Your unarmed strikes deal 3d8 necrotic damage. A creature hit by this must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
- If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
- You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Apex Monster
At 14th level, you have attained the the complete mastery of your transformations. You gain access to a special ability during a full transformation.
Blooming Grove
Your form of vine and vegetation takes root and blooms into a truly frightening creature. As an action, you take root, spread 30 feet outwards, and bloom flowers with eyes. You gain the following effects:
- Your speed becomes 0.
- You become vulnerable to fire damage.
- You gain blindsight to a distance of 30 feet.
- The range of your stunning effect becomes 30 feet.
- Your unarmed strike range increases to 30 feet.
- The ground within 30 feet becomes difficult terrain to enemy creatures.
- When you take the attack action, you can make three unarmed strikes.
As an action you can uproot to end the effects. If your transformation ends, so do these effects.
Demon's Wrath
With the power of fiendish blood and dark curses, you have learned to harness your rage into an explosive outburst. As an action you unleash a burst of explosive fire. Each other creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 16d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Once you use this feature, you must finish a short rest before doing so again.
Density Barrier
Through the use of your armored form you have gained the capability to protect yourself by increasing your density for a single instance. When you take damage, you can use a reaction to instead take none of the triggering damage.
Earth Spawn
With the power of primordial stone at your fingertips, you gain the capability to mold stone into life. As a bonus action, you summon an earth elemental within 5 feet of you. It is under your control and takes your commands (no action required by you). It takes its turn immediately after yours. If it is still alive at the end of your transformation, then it crumbles into dust.
Once you use this feature, you must finish a short rest before doing so again.
Engulf
Your amorphous body has grown to such power that it can swallow entire creatures. While moving, you can enter Large or smaller creatures' spaces. Whenever you enter a creature's space, the creature must make a Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature takes 6d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of its turns. When you move, the engulfed creature moves with you. Creatures inside of you can be seen but have total cover. An engulfed creature can try to escape by taking an action to make a Strength check against the Engulf DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
A creature within 5 feet of you can take an action to pull a creature or object out of you. Doing so requires a successful Strength check against the Engulf DC, and the creature making the attempt takes 4d6 acid damage.
You can hold only one Large creature or up to four Medium or smaller creatures inside of you at a time.
Legion of One
With a new understanding of illusions and your form, you have gained the ability to create duplicates of yourself. As a bonus action, you create a perfect illusion of yourself that lasts the duration of your transformation, or until it takes any damage. The illusion has an AC of 10 plus your dexterity modifier. The illusion appears in an unoccupied space that you can see within 30 feet of you.
As part of the same bonus action, you can move your illusions up to 30 feet to a space you can see and make a single weapon attack for each illusion, but they must remain within 120 feet of you. Their attacks deal psychic damage instead of any physical damage.
Lightning Breath
Your dragon form has advanced and gained the capabilities of letting loose a torrent of electrical energy. As an action, you release a 90 foot line bolt of lightning from your maw. Each creature in this area must succeed on a Dexterity saving throw or take 8d10 lightning damage. On a success they instead take half damage.
Once you use this feature, you must finish a short rest before doing so again.
Primal Roar
With your inner beast unleashed, you can draw in and let loose a roar of murderous intent. As a bonus action, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or become paralyzed until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short rest.
Psychic Pulse
As an action, you emit psychic energy. Creatures of your choice within 30 feet must succeed on an Intelligence saving throw or take 10d10 psychic damage On a success, they instead take half damage. Creatures frightened of you automatically fail their saving throw.
Once you use this feature, you can’t use it again until you finish a long rest.
Radiance of Creation
By harnessing your divine power to the extreme, you gain the capability to create a mass of radiant stars to sear your enemies and rejuvenate your allies. As an action, you create a celestial galaxy of pure radiant energy centered on you. The mass lasts for one minute and sheds bright light out to a range of 30 feet and an additional 30 feet of dim light. If a friendly creature is within 30 feet of the center, they regain 4d8 hit points. Any hostile creature that starts it's turn within 30 feet of the center must succeed on a Constitution saving throw or suffer 4d8 radiant damage and be blinded until the start of their next turn. On a success they instead take half damage and are not blinded.
Once you use this feature, you can’t use it again until you finish a long rest.
Thunderclap
Similar in height to titans, your gigantic form can take advantage of it's size to cause tremendous vibrations. As an action you clap your hands together to create a shock wave of sound. Each other creature within 300 feet of you must succeed a Constitution saving throw or take 10d10 thunder damage and become deafened. On a success they take half damage and are not deafened.
Once you use this feature, you must finish a short rest before doing so again.
Umbral Ressurection
With a grasp of undeath, you have learned to share your gift with a fallen creature. As an action, you can touch a corpse and attempt to bring it back as a shadow. The creature must make a Charisma saving throw. On a success, nothing happens. On a failure, the creature is raised as a shadow. If the creature's Challenge Rating is equal to or lower than your level, then it automatically fails the saving throw. The creature uses it's original stat block, but its maximum hit points are halved and it is also considered undead. If the creature has legendary actions or legendary saves, then those are removed. You can command the creature what to do on your turn (no action required). The creature takes its turn immediately after yours.
You can only have one shadow at a time. If you create a new shadow, then your current one fades away. If your shadow remains at the end of your transformation, then it goes into your shadow and becomes dormant until you activate your transformation again, at which point it appears in an unoccupied space within 5 feet of you. If it doesn't have room to enter, then it stays in your shadow until it does have room.
Once you use this feature, you must finish a long rest before doing so again.
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