Barbarian
Base Class: Barbarian

Some Barbarians are born into the vibrant challenges of the jungle. These Barbarians spend their lives exposed to many dangerous plants and animals. As they grow, they are surrounded by a multitude of toxins, venoms, and poison making them resistant to their many effects. Exposure to these substances have also led to education, these Barbarians can detect poisons, and in many cases even cure them.

Barbarians who follow this path have learned to harness the dangers of nature in order to ensure victory on the battlefield, and a slow painful death for their enemies. They have spent their lives not only learning to utilize the nuances of many poisons but have also begun to emit some toxins of their own. Enemies of these Barbarians will know only suffering.

Sickening Rage

When you select this path at 3rd level you gain resistance to poison damage while raging. You become immune to the poisoned condition while raging.

You emanate an aura of toxic fumes while raging. This aura extends 10 feet from you in every direction, but not through total cover. As a bonus action you may activate your aura, all other creatures in your aura take 2 poison damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

If a feature requires a saving throw, your Nocuous save DC equals 8 + your proficiency bonus + your Constitution modifier.

Overwhelming Potency

Starting at 3rd level when you make a damage roll that deals poison damage to a creature in your aura, it ignores resistance to poison damage.

Whenever a hostile creature enters your aura, it must make a Constitution saving throw or be poisoned for one minute.

Experienced Toxicologist

Starting at 6th level you gain proficiency in the Medicine skill.

You can now use one use of your healer's kit to cure an instance of poison. You touch a creature. If it is Poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

You learn the Detect Poison and Disease spell and can cast it as a ritual without needing any material components.

Noxious Fury

Starting at 10th level when you hit a creature in your aura with a melee attack while you are raging, you may infect your target. The target must succeed on a Constitution saving throw, or be paralyzed until the end of your next turn.

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

Biological Catastrophe

Starting at 14th level you have become a walking biohazard. Whenever a creature you can see attacks you with a physical melee attack you may use your reaction to spew a toxic mucus on them. The creature must make a Dexterity saving throw, taking 5d6 acid damage on a failed save, or half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hostile creatures have disadvantage on saving throws they make to avoid or end the poisoned condition on themselves while inside your aura. In addition, creatures within your aura take 1d8 necrotic damage at the start of their turn if they are suffering from the poisoned condition or are diseased. This damage increases to 2d8 at level 20.

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