Base Class: Barbarian
These barbarians channel energy called Mantra fueled by their wrath.
Mantra
Starting at 3rd level, you have a pool of Mantra points equal to your level in this class. You regain all expended Mantra points at the end of a long rest.
Strengthened Fists
Starting at 3rd level, your unarmed Strikes count as martial melee weapons and deal 2d6 + your strength modifier bludgeoning damage.
Additionally, when you take the attack action, you can replace one or more of your attacks with a Fist Shot.
Six Armed form
Starting at 6th level, when you rage, you can expend 2 Mantra points to manifest your rage as 4 extra arms that grow out of your back for 1 minute or until your rage ends, afterwards they fall off and dissipate harmlessly. While your Six Armed form is active, you gain the following benefits:
- When you take the attack action, you can make an additional attack.
- You can use a bonus action to make an unarmed strike or take the Fist Shot action.
You can only have one form active at a time.
Wrath-filled strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Berserk form
Starting at 10th level, you can release your wrath in an immense burst of power so intense that it scars your body afterwards, when you rage, you can expend 8 mantra points to transform into a being of pure rage. When an allied creature that you care about and can see is reduced to 0 hit points or dies, you can expend 4 mantra points instead of 8 as a bonus action on your next turn to activate this feature, when you do so, any other form you were in before immediately ends.
While this feature is active, your skin becomes a metallic golden coat, you glow with orange wrath, your eyes glow red, your mouth becomes a jagged void of endless rage, four massive arms of pure orange wrath energy sprout out of your back and you gain the following benefits and drawbacks until your rage ends:
- Your rage damage bonus increases by 3
- You gain a +4 bonus to your Armor Class
- You gain a +2 bonus to your Strength Score, this bonus can exceed 20
- You gain temporary hit points equal to 4 times your barbarian level which disappear when your rage ends
- You can't be Charmed or Frightened
- Your rage only ends when you are knocked unconscious
- You can expend 2 Mantra points to do the Wrath Beam action
- The only actions you can take are the Attack action (unarmed strikes or fist shot only) or the Wrath Beam action
- You can use a bonus action to make an unarmed strike or take the Fist Shot action
- Your Fist Shot action deals 1d12 force damage instead of 1d4
- The range for your unarmed strikes becomes 15 feet
- The range for your fist shot becomes 60 feet
- Your Intelligence score drops to 1, you can still identify your friends, follow them, and even protect them
- You must spend your turn trying to attack and harm any nearby creatures by the most direct means possible
When your rage ends after using this feature, you gain 3 levels of exhaustion, and become incapacitated for 10 minutes. Additionally, when your rage ends after using this feature, your skin turns from golden to ashen dark, your glow fades, the arms of wrath energy dissipate, leaving four scorched stumps on your back, and you gain the following drawbacks for 4 days or until you are restored by the greater restoration spell:
- You have 0 Mantra points and cannot gain any more
- When you rage, you take 10 necrotic damage, this damage ignores resistance and immunity to necrotic damage
- Your rage damage bonus decreases by 2
- Your hit point maximum decreases by an amount equal to 3 times your Barbarian level
You can only have one form active at a time.
Awakened Mantra form
Starting at 14th level, your wrath is potent, but controlled, when you rage, you can expend 4 Mantra points to transform your arms to 2-3 times their size, which lasts for 1 minute or until your rage ends. While the Awakened Mantra form is active, you gain the following benefits:
- Your rage damage bonus increases by 4
- You gain a +2 bonus to your Armor Class
- You gain a +2 bonus to your Strength Score, this bonus can exceed 20
- When you make an unarmed strike, you can expend 1 Mantra point to replace the unarmed strike with a Mantra Dash
Starting at 18th level, you can summon the six-armed version by expending an additional 4 Mantra points, and gain the following additional benefits for the duration:
- You gain an additional +2 bonus to your Armor Class
- You gain an additional +2 bonus to your Strength Score, this bonus can exceed 20
- When you take the attack action, you can make an additional attack
- You can use a bonus action to make an unarmed strike, or take the Fist Shot action
- Your Mantra Dash distance is tripled
You can only have one form active at a time.
Previous Versions
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10/15/2021 6:22:31 AM
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Posted Oct 15, 2021lmao I forgot to change the bit in Berserk form from incapacitated for 10 minutes to unconscious for 10 minutes. whoops.
Well, it is more of an optional thing, if you feel the drawback is too much, keep it as incapacitated, if not, go for unconscious. I personally am going to use unconscious in my games.
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Posted Oct 15, 2021Some changes to berserk:
added this extra line - When an allied creature that you care about and can see is reduced to 0 hit points or dies, you can expend 4 mantra points instead of 8 as a bonus action on your next turn to activate this feature, when you do so, any other form you were in before immediately ends.
This adds the thematic moment of when an teammate goes down/dies, you unleash your power and go berserk, also at 10th level, you have 10 mantra points, having to hold onto 8 in case you need to use berserk I felt was kinda bad, because now you can only really use six-armed form like once per long rest, and you have no other method of regaining mantra points.
These two lines:
Your Intelligence score drops to 1, you can still identify your friends, follow them, and even protect them.
You must spend your turn trying to attack and harm any nearby creatures by the most direct means possible.
I realise that berserk didn't actually have the mechanical things of going berserk, technically RAW in the old version, you were completely normal in berserk state. As for the thing of (you can still identify your friends, follow them, and even protect them.) is for a few reasons: 1) I personally think that PVP sucks 2) Feeblemind - it is a spell that completely shatters one's intellect, personality, and just destroys their mind - but they can still recognise and portect their friends 3) (SPOILERS FOR ASURA'S WRATH)
{when he went in it, he didn't attack humans, he only attacked ghoma and deities}(END SPOILERS FOR ASURA'S WRATH). You can choose to ignore the thing if you want, but make sure to have a talk about pvp with your group first.Lastly:
After berserk, your hit point maximum decreases by 3 times your level instead of 1 times.
This is because, I didn't feel that the impact of the decrease was enough, going from 110 hit points to 100 hit points aint much, but 110 to 80 is a big thing.