Base Class: Barbarian
Not all barbarians chose the path of power, some are forced. The abomination has been cursed with poisoned blood by dark rituals. In the heat of battle these barbarians transform into powerful horrors that tear apart their enemies like wild animals. Unable to control their hideous rage, these monsters are often exiled from civilization.
Monstrous Rage
At level 3 your rage is fueled by chemical alteration, and when you rage you gain the following traits:
Your size category goes up by 1
You grow a set of horns
You gain the ability to make a charge attack: When you are at least 15 feet away from an enemy, you can choose to move towards them as part of your attack action and attack (Your strength ability modifier + proficiency) with your horns, doing 1d6 (+ Strength Modifier) bludgeoning damage.
Toxic Strikes
Starting at level 3, every consecutive attack against an enemy gains a +1 to attack and damage. If you fail to damage an enemy each round, this modifier is lost.
Arcane Blood
At level 6 you gain advantage on all Constitution saves, and while enraged gain resistance to acid and poisons.
Acid Spew
Beginning at level 10, once per day you can spew a cone of acid up to 15 feet in front of you. When you do so, all creatures within range must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take 4d8 acid damage, taking half damage on a success.
You can't use this ability again until you take a long rest.
Horrifying Presence
Beginning at 14th level, when you rage, any creature within 30ft that can see you takes 1d6 psychic damage and makes a Wisdom save (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save they are feared for 1d4+1 rounds, re-rolling the save at the end of their turn.
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Posted Oct 20, 2018While I like the idea you are presenting. It appears to me that the abilities are a little too good.
Here are some suggestions:
Monstrous Rage
The horns don't seem to serve any purpose. Horns are typically piercing and are used by bulls to also lift their target from the ground.
I miss what the impact is from growing in size, does it has the same effect as Enlarge Person ? Except for the items you are holding, a two handed weapon would become, one handed and a one-handed would become a ligt weapon. Any armour you are wearing breaks. Much like what happens with the Hulk.
I would keep it like that and reduce the AC by 2 because you become easier to hit but also boost STR and CON by 2 temporarily (which can take you over 20), so you gain temp HP and become better at smashing.
I don't know if you still need to add charge attack and Toxic Strikes because you will have an easy boost to hit and to damage.
Arcane Blood seems fine.
Acid Spew seems a little too powerful, I would suggest 4d6 (Avg 13,5 dmg) instead of 4d8 (Avg 18 dmg) because it's a cone, this is very potent.
Horrific Presence
Seems very powerful because it deal automatic damage, maybe link the damage to the WIS save for half.
I would simplify the creatures breaking the frightened state, is they either make the save or move further than 60 feet away from you.
I also suggest to use CON for the DC instead of STR as it would seems that the creatures are afraid of the abomination you turn into when you rage.
I do like the fact that also friendly creatures are susceptible to this.