Base Class: Barbarian
At some point in your life you were exposed to a disease called scarlet rot. Many accomplished scholars still can’t find a cure to this disease. Weaker creatures succumb to the necrosis and die painful deaths, but not you.
Learning to channel your rage has allowed you to overcome and even use this scarlet rot to devastating effect. The scarlet rot has not only made you strong but has allowed you to unleash it upon your enemies. Barbarians who follow this Path of Scarlet Rot are on a quest to evolve their bodies into the ultimate killing machine.
Path of Scarlet Rot
Barbarian Level- Feature(s) Granted
3rd Cleanrot Combat Training, Aeonian Form
6th Enduring Mutation, Scarlet Vigor
10th Noxious Strike
14th Scarlet Aeonia
Mutations Known at Specific Levels
3rd Level- 3
6th Level- 5
10th Level- 6
14th Level- 7
Cleanrot Combat Training
When you adopt this Primal Path at 3rd level, you gain expertise in two skills of your choice you have proficiency in and gain a fighting style of your choice.
In addition, you learn three Mutations of your choice from the list at the end of this subclass description. At the end of a long rest, you can replace one of your Mutations with another Mutation of your choice for which you meet the prerequisites. Your maximum number of mutations increases at certain levels listed in the Mutations Known section.
Aberrant Flight
You gain a flying speed equal to your movement speed until you are incapacited or choose to unsummon your wings.
Aberrant Sight- Blindsight
You manifest additional eyes or gain unnatural senses of your environment.
If your character can’t see, you gain Blindsight out to a range of 60ft.
In addition, you have advantage on Wisdom (Perception) checks that rely on your senses.
Aberrant Sight- Darkvision
You manifest additional eyes or gain unnatural senses of your environment.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision its range increases by 60 feet.
In addition, you have advantage on Wisdom (Perception) checks that rely on your senses.
Aberrant Sight- Improved Blindsight
You manifest additional eyes or gain unnatural senses of your environment.
If your character already has a feature such as Blindsight, your range increases by 80ft.
In addition, you have advantage on Wisdom (Perception) checks that rely on your senses.
Aberrant Sight- Improved Darkvision
You manifest additional eyes or gain unnatural senses of your environment.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision its range increases by 60 feet.
In addition, you have advantage on Wisdom (Perception) checks that rely on your senses.
Alchemical Resistance- Acid
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Alchemical Resistance- Cold
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Alchemical Resistance- Fire
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Alchemical Resistance- Lightning
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Alchemical Resistance- Poison
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Alchemical Resistance- Thunder
When you manifest this Mutation choose acid, cold, fire, poison, lightning, or thunder and you gain resistance to that type of damage. You can gain this Mutation multiple times gaining a new resistance each time.
Aquatic Adaptation
You gain a swimming speed equal to your movement speed, and you can breathe both air and water.
Cleanrot Training Mastery- Four Attacks
The number of attacks from your extra attack feature increases to three when you reach 14th level and to four when you reach 20th level.
Cleanrot Training Mastery- Three Attacks
The number of attacks from your extra attack feature increases to three when you reach 14th level and to four when you reach 20th level.
Enhanced Movement
Your movement speed increases by 5ft and at 10th level an additional 5ft. You also gain a number of feet equal to your Constitution modifier (minimum of +1) to the distance of any long jump or high jump you make.
Enhanced Movement- Improved
Your movement speed increases by 5ft and at 10th level an additional 5ft. You also gain a number of feet equal to your Constitution modifier (minimum of +1) to the distance of any long jump or high jump you make.
Hardened Carapace
When you fall and are not incapacitated, you can as a reaction, subtract up to ten times your constitution modifier in feet from your fall when calculating fall damage and gain resistance to bludgeoning damage.
Improved Aeonian Form
The strain of disease for your scarlet rot has mutated to better heal your wounds.
The dice used for your Aeonian Form’s necrotic damage now becomes 2d6 + your Constitution modifier while using this Mutation.
Improved Noxious Strikes
Your Noxious Strike now becomes necrotic damage equal to the creature’s constitution score + twice your Constitution Modifier.
Lumbricus Movement
You gain a burrowing speed equal to your movement speed and can breath earth and rock.
Mannifested Disease
You can cast the spell Inflict Wounds and Contagion at 5th level each once even while raging. Your spellcasting ability and spell DC for this Mutation is Constitution. You can cast each of these spells again after completing a long rest.
Metabolic Evolution
The necrotic damage caused by any class feature or Mutation ignores resistance to Necrotic damage. In addition, Immunity to Necrotic Damage becomes resistance when damaged by your class features and Mutations.
Metabolic Vivacity
You gain proficiency in Deception and Persuasion skills. At 10th level, you choose to gain expertise in either Deception or Persuasion.
Metabolic Vivacity- Expertise
You gain proficiency in Deception and Persuasion skills. At 10th level, you choose to gain expertise in either Deception or Persuasion.
Necrotic Secretions
In response to being damaged by a creature you can see within 60ft, you can release a burst of scarlet rot in a 10ft radius centered on the target using your reaction. Any creature in this area must succeed a Constitution Saving throw or take 4d10 Necrotic damage, half on a success.
Oozing Form
As a bonus action, you can automatically escape a grapple or non magical restraints. Also, your body, along with any equipment you are wearing or carrying, can squeeze through spaces as narrow as 1 inch.
Synthetic Carapace
Your hit point maximum increases by an amount equal to your level when you gain this mutation.
Toxic Vitality
At the start of your turns while raging, you gain temporary hit points equal to 1d6 + your Constitution modifier. These temporary hit points can not exceed your maximum hit points.
Unnatural Physicality
You gain a climbing speed equal to your movement speed as well as a bonus to any Strength (Athletics) and Dexterity (Acrobatics) checks equal to your Constitution modifier (minimum of +1).
Cleanrot Fighting Style
Your exposure to Scarlet Rot has transformed your body for better or for worse. The scarlet rot exposure has destroyed parts of your body, and only through intense training have you learned how to continue fighting.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Aeonian Form
While you’re raging, once on each of your turns, the first creature you hit on each of your turns with a weapon attack takes extra necrotic damage equal to 1d6 + half your barbarian level (rounded down). You regain hp equal to the extra damage dealt.
Enduring Mutation
Starting at 6th level, when you begin to rage, you choose one Mutation you have prerequisites for. Until the end of your rage, you have that Mutation manifested.
In addition, you learn two more Mutations of your choice from the list at the end of this subclass description.
Scarlet Vigor
At 6th level, you gain resistance to both acid and poison damage, and you have advantage on saving throws to resist the poisoned condition and are immune to scarlet rot/disease.
Noxious Strikes
Beginning at 10th level, when you hit a creature with a melee attack, you can force it to make a Constitution saving throw to resist being infected by the necrosis that flows through your veins. DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target is exposed to the same scarlet rot that flows through your body:
Scarlet Rot: At the start of the affected creature’s turn, it takes necrotic damage (rounded down) equal to the target’s constitution score + your Constitution Modifier.
This effect lasts for 1 minute. A remove disease or similar effect, ends this effect on a creature. The spell level required to end this effect, with lesser restoration for example, is equal to half your barbarian level (maximum 9th level).
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short rest.
In addition, you learn one additional Mutation from the list at the end of this subclass description.
Scarlet Aeonia
As an action, you can release the scarlet rot in your body creating a gigantic lotus flower that blooms into an explosion of scarlet rot in a 20-foot-radius sphere centered on you. Each creature inside the sphere must succeed a Constitution saving throw or take 8d10 necrotic damage. A creature that succeeds on its saving throw takes half as much damage and doesn't gain a level of exhaustion.
Butterflies with withered, scarlet wings surround you in a 20-foot-radius sphere for one minute. The butterflies spread around corners. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, suffer one level of exhaustion, and the creature's body begins to rot.
On a success the creature takes half as much damage and doesn't gain a level of exhaustion. Any levels of exhaustion caused by Scarlet Aeonia when the feature ends.
The spell level required to end this effect, with lesser restoration for example, is equal to half your barbarian level (maximum 9th level).
Cleansing the body in holy water also removes the exhaustion caused by Scarlet Aeonia. You can choose to end this effect on you at any time. You can use Scarlet Aeonia once per long rest.
In addition, you learn one final Mutation of your choice from the list at the end of this subclass description.
Previous Versions
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Posted Mar 8, 2023That’s cool