Base Class: Barbarian
No one knows where these barbarians originated, they are only known to be serving otherworldly entities to fully manifest these tendrils. Their rage knows no bounds, and all of their tools are part of it as well. These tendrils obey your every command, such as helping with movement, jabbing at the enemy, and grappling with your weapon. All of these things combined make the tendril barbarian a true menace.
Tendril modification
Starting at level one, you can imbue any simple or martial weapon, even ranged ones, with this property. You can do this every short or long rest, but you can only have so many. At level three you can have one, at level five you can have two, at level eight you can have three, at level eleven you have four, and at level fifteen you have six. Every weapon gain the following benefits…
- Any time you hit with a tendril weapon, the damage does an extra 2 necrotic damage, this increases to 1d4 at level four, and 1d6 at level seven.
-As an action, you can cause a humanoid to be grappled with your weapon. The dc to escape is 8+PB+str. Mod.
-If it is a thrown or ranged weapon, or just thrown, your weapon can move on its own. As a bonus action, you can make it move up to 20 feet in any direction, however it can not attack unless you use your action to try to attack from a distance. Your rage and proficiency bonuses are not added to this attack.
These weapons are not magical and cannot be applied to mundane objects.
Tendril form
Starting at level 3, when you rage, you can choose to turn into your tendril form, growing 4 long and bulky tendrils grow from your back. These tendrils can look however you choose. When you are in this form, you gain the following benefits.
-speed increases by 10 feet for the duration.
-as an action, cause a tendril to attack as a bonus action. You can choose to attack twice, however you then can’t do it with your normal weapon. You can also add the rage damage to these attacks as many times as your proficiency bonus. The damage for this attack is 1d6+str. mod necrotic damage.
-you gain immunity to necrotic damage, resistance to poison, and unable to be frightened.
You can only do these things with your tendrils. The tendrils cannot grapple or activate magic items, however they can hold small objects.
Offensive form
Starting at level 6, You let the substance your tendrils are made out of fully control your body. It runs through your blood allowing you to gain more offensive and beast-like tactics that allow for increased agility and decreasing speed of others. You can enter this form once per long rest instead of entering tendril form. When you are in this form you gain the following benefits.
-Retain all improvements from tendril form except the increased movement speed of 10 feet.
-movement increases by 15 feet.
-gain temporary hit points equal to your con. mod
-gain extra immunities to being poisoned, poison damage, and charmed
Defensive form
Starting at level 10 you learn how to control your tendril’s substance to form bulk and armor-like improvements to your tendrils. You can choose to enter this formWhen you are in this form you gain the following benefits…
-Movement decreases by 5 feet
-gain temporary hit points equal to 1d8 + con. Mod
-when you first rage and choose this form, you have resistance to all damage or one turn, however you still do have your extra immunities as well.
-you have the same immunities as offensive form, but you have extra immunity to acid.
-resistance to fire
-As a reaction, go into a bulwark stance, and add your proficiency bonus to your armor class for one attack on one turn.
Fluid transformation
Starting at level 10, your tendrils learn how to regenerate quicker, and you can now go into tendril form at any time. You can also now enter your other forms every short or long rest.
Tendril mastery
Starting at level 14, you can choose three of the following benefits to add to your tendril powers.
-Increase constitution by 2 (max now 22) (primal champion now gives 26 to this stat)
-increase strength by 2 (max now 22) (primal champion now gives 26 to this stat)
- offensive form now gives extra damage to the jab, increasing to 1d10 + str. Mod.
-offensive form now gives extra immunity to acid. Also immunity to opportunity attacks once per turn.
-offensive form now gives an extra amount of temporary hit points equal to con. Mod + original bonus
-defensive form now gives an extra 10 feet of movement (extra 5 negating the negative speed)
-defensive form now adds your proficiency bonus to your temporary hit points
-defensive form now gives a +1 to armor class
-new weapon ability- when your tendril weapon is separated from you, use. Full turn to make the weapon combust, causing the weapon to explode, causing maximum damage the weapon could do. The range for this is up to 5 feet surrounding the weapon.
-gain extra 5 feet of movement regardless of form.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/22/2021 8:34:52 PM
|
2
|
2
|
5e
|
Coming Soon
|
Comments