Base Class: Barbarian
Barbarians on the Path of the Ríastrad are often mellow, easygoing, and genteel. It is only in battles where they have no other choice that they allow this demeanor to falter. Just as their rage twists their mind into a vicious loop of violence and wrath, so too does it twist their bodies, rearranging their bones and swelling their muscles, causing blood to leak from their skin as they abandon all thought and succumb to the warp spasm.
Such a barbarian might be the illegitimate child of a chaotic deity, or perhaps they were touched as a youngster by an aberrant force that corrupted their physiology. Often their anomalous capabilities are signaled by some subtle oddity on their body. You can choose this deformity or determine it by rolling on the Sign of the Ríastrad table.
Warp Spasm
Starting when you choose this path at 3rd level, you can choose to enter your ríastrad when you rage. Your skin begins to shift and peel as your anatomy rearranges itself. You determine the exact appearance of this transformation, whether you exhibit exaggerated features of your race or become an unrecognizable monstrosity. In your ríastrad, the following effects apply.
- If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If you lack the room to become Large, you attain the maximum possible size in the space available, and you instantly become Large upon entering a space with sufficient room.
- Each of your hands transforms into a massive fist, which you can use as a weapon if it’s empty. It deals 1d10 bludgeoning damage on a hit, and has a reach of 10 feet. Starting at 8th level, the damage die of your fists increases to 1d12. If you are holding any weapons or a shield, your fists deal 1d8 damage on a hit.
- The first time you hit a creature with your fists on a turn, you can choose to make a grapple attempt on the target as part of the attack. Alternatively, you can choose to deal an extra 1d10 damage to the target, in addition to the attack's damage. Starting at 8th level, this extra damage increases to 1d12.
- Starting at 5th level, your attacks deal double damage to objects and structures. Starting at 7th level, your jump distance is tripled.
Gruesome Blows
You bloody the field with great ferocity, obliterating entire ranks of opponents. Your fists now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, whenever you hit an attack with your fists, creatures you choose within 5 feet of the target take half the damage of the attack if the original attack roll could hit them.
Monstrous Charge
By sheer momentum of your massive bulk, you shatter both the bones and the plans of your foes. If you move at least 20 feet in a straight line towards a creature on your turn while raging, the next hit on that creature with your fists before the end of your turn deals an extra 1d12 damage. In addition, the target must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, you choose whether the target is knocked prone or moved 10 feet in a horizontal direction of your choice.
Fleshquake
Your muscles flow and writhe like liquid beneath the skin, hungering for violence. When you enter your rage, or as a bonus action on your turn while raging, you can choose to gain temporary hit points equal to twice the number of hostile creatures you can see within 30 feet. Until the start of your next turn, attacks with your fists score a critical hit on a roll of 18-20. You may use this ability a number of times equal to your Constitution modifier (minimum of once) and regain all expended uses on a long rest.
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