Barbarian
Base Class: Barbarian

Chempunk barbarians instil a rage in themselves by the use of dangerous chemicals that empower their muscles and drive them into a drug induced frenzy.

Chem-pumped

Starting when you choose this path at 3rd level, your body is overwhelmed with so many toxins while raging that others affect you less. While raging, you have resistance to poison damage and advantage on saving throws against being poisoned.

Toxic Tenacity

Starting at level 3, you can use the chemicals within you to jolt yourself free of a condition or give yourself a burst of strength or speed, damaging your body in the process. Whenever you fail a saving throw, you may deal yourself a total of 1d4 + total class level poison damage and reroll the saving throw, keeping the result.

Crazed Scrambling

Beginning at 6th level, you have climbing speed equal to your walking speed and may add twice your strength to checks made to do jumps instead of once whilst raging.

Terrifying Bloodlust

Beginning at 10th level, when you hit an enemy with a melee attack, you can use your bonus action to frighten them. It must succeed on a Wisdom saving throw (DC equal to 8 + your pb + your Str) or be frightened of you until the end of your next turn.

You can use this a number of times equal to your proficiency bonus between each long rest. If the target succeeds on its saving throw, you can’t use this on that creature again for 24 hours.

Share the High

Starting at 14th level, you are able to expel some of the chemicals used in your rage.

Whilst raging, at the end of each of your turns, you may choose a number of creatures other than yourself equal to your proficiency bonus within 5ft of you to take 2d10 poison damage and gain the effect: For the next minute, the first time each round I deal damage with a melee weapon attack, increase that damage by 1d10. This feature does not affect creatures already under the effects of it or creatures that are immune to poison damage.

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