Barbarian
Base Class: Barbarian

Whether through experimentation, intervention or ancestry, the primal rage within you has become so profound it has manifest into a dark and menacing entity. Lurking in the corner of your consciousness, the Abomination surfaces during moments of extreme stress; taking control of your mind and twisting your body into a monstrous form. For most, the Abomination is a thing to be feared, a thing that if not suppressed, controlled, or destroyed, will one day take permanent hold and wreak unspeakable havoc upon the world.

Bonus Proficiencies

When you select this path at 3rd level, you gain proficiency in one Intelligence skill of your choice, and one type of artisan’s tools of your choice.

The Abomination

Starting from 3rd level, whenever you enter a rage, your body warps and your mind festers as the malevolent force within takes control -- the Abomination. You may determine the Abomination’s appearance, or roll on the Abomination Appearance table below.

D6 Appearance
1 Your veins pulsate and your muscles bulge into inhuman proportions.
2 Your skin changes color and your jaw becomes more pronounced.
3 A liquid, amorphous substance covers your body and grows
animalistic features.
4 Your skin goes deathly pale and chains contain the full extent of your
horrible form.
5 Your flesh inverts and you grow tentacles where your mouth ought to
be.
6 Your features warp to that of a preternaturally good looking yet off-putting mirror of yourself.

 When you enter a rage, you may swap your Intelligence score and your Strength score until the rage ends.

Unstable Rage

Finally at 3rd level, the Abomination’s fury spirals out of control as it grows threatened. When you enter a rage, and at the start of each of your turns while in a rage, roll a d20. If you roll a number equal to or less than your proficiency bonus, you then roll on the Unstable Rage table and apply the listed effect. The effect lasts until your rage ends (unless otherwise specified), and you cannot willingly end your rage on a turn in which you rolled on the table.

Unstable Rage Table

[Text Version]


| d100   | Effect                                                                                                                                                                                                                                                                                                                                                                                                                                   |
|--------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 01-02  | You regain all expended uses of your rage.                                                                                                                                                                                                                                                                                                                                                                                               |
| 03-04  | Whenever you hit a creature with an unarmed strike, you also grapple them if they are no more than one size larger than you.                                                                                                                                                                                                                                                                                                             |
| 05-06  | You gain the benefits of the _enlarge_ spell.                                                                                                                                                                                                                                                                                                                                                                                            |
| 07-08  | Roll half of your current hit dice and gain temporary hit points equal to the total.                                                                                                                                                                                                                                                                                                                                                     |
| 09-10  | Each time you hit a creature with a melee attack, the ground under them becomes difficult terrain.                                                                                                                                                                                                                                                                                                                                       |
| 11-12  | All creatures within 15 feet of you take 3d10 thunder damage.                                                                                                                                                                                                                                                                                                                                                                            |
| 13-14  | At the start of each of your turns, you must attempt to move within 5ft of a hostile creature using double your movement speed.                                                                                                                                                                                                                                                                                                          |
| 15-16  | All of your weapons have the thrown property with a range of 15/30.                                                                                                                                                                                                                                                                                                                                                                      |
| 17-18  | Your melee attacks target all creatures within 5 feet of you.                                                                                                                                                                                                                                                                                                                                                                            |
| 19-20  | Your unarmed strikes deal 1d12 bludgeoning damage.                                                                                                                                                                                                                                                                                                                                                                                       |
| 21-22  | You use your Reckless Attack feature each turn.                                                                                                                                                                                                                                                                                                                                                                                          |
| 23-24  | When your rage ends, the Abomination keeps control of your mind for 1d4 hours.                                                                                                                                                                                                                                                                                                                                                           |
| 25-26  | Subtract your proficiency bonus from your AC and add it to your damage rolls.                                                                                                                                                                                                                                                                                                                                                            |
| 27-28  | Raise your STR, DEX, and CON scores to their max value. You have disadvantage on all saving throws.                                                                                                                                                                                                                                                                                                                                      |
| 29-30  | The Abomination becomes exceedingly aggressive until the end of your next rage.                                                                                                                                                                                                                                                                                                                                                          |
| 31-32  | While a creature is within 5ft of you, it has the frightened condition.                                                                                                                                                                                                                                                                                                                                                                  |
| 33-34  | Each time you deal damage, expend and roll a hit die. Add the roll to the damage.                                                                                                                                                                                                                                                                                                                                                        |
| 35-36  | Add 1d4 to all attack rolls.                                                                                                                                                                                                                                                                                                                                                                                                             |
| 37-38  | All creatures within 5 feet of you add 1d4 to their attack rolls.                                                                                                                                                                                                                                                                                                                                                                        |
| 39-40  | Each time you take damage, move in a direct line toward the source, up to your movement speed.                                                                                                                                                                                                                                                                                                                                           |
| 41-42  | You may use the _shield_ spell without components. This ability recharges on a 5-6.                                                                                                                                                                                                                                                                                                                                                      |
| 43-44  | The first time you attack a creature on your turn, you also attempt to Shove them as part of the attack.                                                                                                                                                                                                                                                                                                                                 |
| 45-46  | All creatures within 10ft of you are pushed 10ft away. If they are pushed into an object, structure, or creature, they take 1d6 bludgeoning damage.                                                                                                                                                                                                                                                                                      |
| 47-48  | On your next turn, you are considered to be under the effects of the _confusion_ spell.                                                                                                                                                                                                                                                                                                                                                  |
| 49-50  | After your rage ends, the Abomination will refuse to return. When attempting to rage, make a DC 25 skill check using persuasion, deception, or intimidation. The DC lowers by 2 for every hostile creature nearby. If your health at half of it's max or below, make this check with advantage. Upon failure, the rage is expended. Upon a success, the Abomination returns, then roll on the table 3 times, ignoring a result of 49-50. |
| 51-52  | You gain resistance to all damage.                                                                                                                                                                                                                                                                                                                                                                                                       |
| 53-54  | You make attacks with disadvantage, but your damage is doubled on a hit.                                                                                                                                                                                                                                                                                                                                                                 |
| 55-56  | The DM rolls a d100. Your rage lasts for that many rounds and cannot be broken. When it ends you gain a level of exhaustion.                                                                                                                                                                                                                                                                                                             |
| 57-58  | Your melee weapon attacks target all creatures in a 15 foot line.                                                                                                                                                                                                                                                                                                                                                                        |
| 59-60  | All creatures within 30 feet of you must succeed on a DC 15 CON save or be deafened until the end of your next turn.                                                                                                                                                                                                                                                                                                                     |
| 61-62  | At the start of each of your turns, make a DC 10 WIS saving throw. If you fail, you may only take the Dodge action that turn.                                                                                                                                                                                                                                                                                                            |
| 63-64  | You can throw a grappled creature up to 3x your STR score as a bonus action.                                                                                                                                                                                                                                                                                                                                                             |
| 65-66  | Each time you take damage, decrease your INT score by 1 and increase your STR score by 1. Your STR score may exceed it's max value.                                                                                                                                                                                                                                                                                                      |
| 67-68  | Your maximum jump distance is tripled.                                                                                                                                                                                                                                                                                                                                                                                                   |
| 69-70  | You feel no pain. The DM is the only one that can see your HP.                                                                                                                                                                                                                                                                                                                                                                           |
| 71-72  | All friendly creatures within 5 feet of you roll saving throws with advantage.                                                                                                                                                                                                                                                                                                                                                           |
| 73-74  | You can only communicate in monosyllabic yelling.                                                                                                                                                                                                                                                                                                                                                                                        |
| 75-76  | Half of the damage dealt by your attacks is considered force damage.                                                                                                                                                                                                                                                                                                                                                                     |
| 77-78  | When attacking the last creature to damage you, deal an extra 1d6 force damage on hit.                                                                                                                                                                                                                                                                                                                                                   |
| 79-80  | The Abomination is very easily manipulated.                                                                                                                                                                                                                                                                                                                                                                                              |
| 81-82  | When you reduce a creature to 0 hit points, you may make one addition attack. You may only use this once per turn.                                                                                                                                                                                                                                                                                                                       |
| 83-84  | When a friendly creature within 20ft of you is damaged, gain 2d4 temporary hit points.                                                                                                                                                                                                                                                                                                                                                   |
| 85-86  | All creatures within 15ft must make a DC 15 DEX save. Upon failure, they are knocked prone.                                                                                                                                                                                                                                                                                                                                              |
| 87-88  | Your weight, carrying capacity, push, drag, and lift maximum are tripled.                                                                                                                                                                                                                                                                                                                                                                |
| 89-90  | Damage to unworn objects and structures is tripled. You may make an additional attack against an object or structure as a bonus action.                                                                                                                                                                                                                                                                                                  |
| 91-92  | When your rage ends, every creature within 15ft must make a DC 15 DEX save. They take 2d6+4 thunder damage, or half as much on a success.                                                                                                                                                                                                                                                                                                |
| 93-94  | As a bonus action, you may shout at a creature within 30ft. The creature must make a CHA save greater than your STR score. Upon failure they take 3d10 psychic damage or half as much on a success.                                                                                                                                                                                                                                      |
| 95-96  | You may use a bonus action to increase your AC by +3 until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                  |
| 97-98  | You gain advantage on grappling checks. You gain advantage on attacks against creatures with a speed of 0.                                                                                                                                                                                                                                                                                                                               |
| 99-100 | When your rage ends, you do not revert to your normal form. The Abomination retains control of your mind and body. You may only end this condition by using the Greater Restoration spell, rolling this result on the table again, or by convincing the Abomination to allow you to return.                                                                                                                                              |

Brokered Assistance

At 6th level, you gain proficiency in Intelligence saving throws. In addition, you and your Abomination have learnt to work together towards shared goals. While not in a rage, you may give yourself advantage on any Strength check or saving throw. While in a rage, you may give yourself advantage on any Intelligence check or saving throw.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstoppable

From 10th level, you can use your supernatural strength to fight off anything that stands in your way. When you would fail a saving throw while in a rage, you may use your reaction to repeat the throw, and use your Strength modifier in place of any other ability modifier. Once you use this feature, you can't do so again until your current rage ends.

Repressed Intellect

Starting from 14th level, your Intelligence score maximum is increased to 24. In addition, when your Strength score would be permanently increased, you may choose to increase your Intelligence score instead.

Complete Control

Also from 14th level, before you would make a death saving throw on your turn, you may instead choose to trigger option 99-100 of the Unstable Rage table. If you do, you regain 1 hit point, roll half of your remaining hit dice, gain temporary hit points equal to the total, and you stand up if you're prone.
When you use this feature, you may enter a rage and take your turn as normal (if you have any rage uses remaining), otherwise your turn ends. You cannot use this feature while you are already under the effects of the 99-100 option of the Unstable Rage table.

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