Barbarian
Base Class: Barbarian

Barbarians who walk the Path of The Infected barbarians draw their rage from a sentient alien symbiote that has chosen the player as its host. It has an amorphous, liquid-like form. When raging, the alien symbolize comes out and surround the player's body. As the alien takes over, their action become chaotic and random. The origin story of this virus is up to your DM.

If you can't tell already, this subclass it inspired by Venom

Form of the Virus

3rd-level Path of the Infected

When you enter your rage, you can transform, revealing the chaotic power within you. While rage is in effect, you can’t be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Curse of The Virus

3rd-level Path of the Infected

When you enter rage mode, roll a d10 to determine the virus’ action. Roll on the Action of The Virus table. The table receives buffs at the 10th and 17th level.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

1

Your rage suddenly ends, and you return to your normal form

2

You attack the nearest creature 

3

You hear screeches in your head until the end of your next turn and become confused. While confused you have disadvantage on attacks, and you have to make a dexterity saving throw with a DC of 10 to be able to walk. 

4

Viscous tendrils lash around you. Each creature of your choice that you can see within 30 ft of you must succeed on a constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

5

The viscous liquid surrounds the ground around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

6

You become invisible until the end of your next turn.

7

Until your rage ends, the viscous armor turns bright red, blinding your foes; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

8

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 poison damage, as the virus lashes out in retribution.

9

For the next minute, you regain 5 hit points at the start of each of your turns.

10

Until your rage ends, you sprout large poisonous spikes from your hands that become martial weapons that deal 1d10 poison damage + strength modifier piercing damage. When a creature is hit with this attack, they must make a con save or take 1d6 poison damage at the start of their next turn. 

Alien Arms

6th-level Path of the Infected

at the 6th level, when in rage, you can extend your arm up to 20 ft to grapple and pull in a creature of your choice. The creature must make an opposed strength check against you. On a failed save, the creature is pulled to you and grappled. The creature in your grapple takes 1d6 poison damage at the start of each turn. 

Unstable Backlash

10th-level Path of The Infected feature

When you are consumed during your rage, the virus within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Infected Actions table and immediately produce the effect rolled. This effect replaces your current effect.

Synchronous Rage

14th-level Path of The Infected feature

Whenever you roll on the Infected Action table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. Also, whenever you roll a natural 20 on an attack roll when raged, you can pick any effect from the table. Any current effect is replaced by the chosen one.

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