Barbarian
Base Class: Barbarian

This subclass focuses on the barbarian pushing themselves through rage until they are fully exhausted. 

Starting at third level, while you are raging, you may expend a remaining rage for an additional +10 to a single strength based roll. This can be an attack, saving throw, or skill check. The rage must be burned after the roll is called for, but before any dice are rolled. 

Level 6: Starting 6th level, while raging, you may burn a rage as a bonus action to use an expansion. These expansions last for a limited time and can be ended early as if these were concentration spells (PHB. 203-204).

Expansion of Body

Level 10: At level 10 your expansions include energy manipulation

Expansion of Energy.

A rage may be burned for a +10 bonus may be applied to skill checks you are proficient in. This bonus must be applied before any dice are rolled. 

level 14: Your expansions become as powerful as possible and new ones are added. 

Expansion of Reality

Optional: At level 20, any burned rage past twice your proficiency score has a 10% chance of causing one level of exhaustion, with that percentage chance increasing by 5% each subsequent burned rage, maxing out at 50%

Bypass Physical Limitations

When you choose this path at third level, you gain the ability to push yourself even further while raging. For any check, saving throw, or attack roll based off of the strength stat, you may choose to burn a remaining rage to gain an additional +10 to the roll. This must be declared after the roll is called for, but before any dice are rolled. 

Expansion of Body

Starting 6th level, while raging, you may burn a rage as a bonus action to use an expansion. These expansions last for a limited time and can be ended early as if these were concentration spells (PHB. 203-204).

Expansion of Body:

-Bonus Speed: as part of starting this expansion as well as on subsequent turns for the next 10 minutes, you may take the dash action as a bonus action.

-Extended Movement: for the next minute, your jump distance is trippled and your speed is increased by 10ft. 

-False Vitality: for the next hour, gain 1d4+9 temporary hit points. These hit points increase to 1d4+19 at level 10 and 1d4+29 at level 14.

-Reject Gravity: for the next minute, your fall speed is 60ft per round and if you land within that minute, you take no falling damage. 

-Ignore Darkness: for the next 8 hours, you have darkvision out to a range of 60ft.

-Size is Relative: your size doubles in all dimensions and your weight is multiplied by 8. Your size increases by 1 category. You have advantage on strength checks and saving throws. Your weapons grow with you, and damage using these weapons increases by 1d4. 

Expansion of Energy

At level 10 your expansions include energy manipulation

Expansion of Energy:

-Elemental Stride: For the next minute, your speed is increased by 25dt and moving does not provoke opportunity attacks. Select Thunder, Fire, Cold, Lightning, or Acid which surrounds you in an aura. When you move within 5ft of a creature or object that isn't being worn or carried, it takes 2d6 points of damage of your selected type. A creature or object can only take this damage once per turn. At 14th level, your speed is increased by 35ft and the damage dealt is 4d6.

-Weapon of Energy: A nonmagical weapon you weild becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the next hour, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At 14th level, the bonus to attack rolls is +2 and the extra damage is 2d4.

-Borrow From The Future: For the next minute your speed is doubled, you gain +2 to your AC, have advantage on dexterity saving throws, and have an additional action on each of your turns. The extra action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When this expansion ends for any reason, you cannot move or take any actions until after your next turn. 

-Dismiss Energy: Choose one of Acid, Cold, Fire, Lightning, or Thunder. For the next hour, you gave resistance against that damage type.

-Spacial Reality: for the next hour, your movement is unaffected by difficult terrain and spells and other agical affects can neither reduce your speed nor cause you to be Paralyzed or Restrained. You can also use 5ft of movement to escape nonmagical restraints such as manicles or a creature that has you grappled. Finally, being underwater imposes no penalty on movement or attacks. 

Rage of Skill

Starting at 10th level, while raging, you may also expend a rage to grant an extra +10 bonus to a single skill roll or saving throw you are proficient in. The rage must be expended after the roll is called for but before any dice are rolled. 

Expansion of Reality

Your expansions become as powerful as possible and new ones are added. 

Expansion of Reality:

-Rejection of Energy: For the next minute, you have resistance to Acid, cold, fire, lightning, and thunder damage. When you take damage of any of those types, you can use your reaction to drop resistances for immunity to the damage of that type, including the triggering damage. This immunity lasts the full duration. 

-Rejection of Space: for the next minute, your melee Weapon attacks all act as if they had reach of 60ft. Movement within this range does not provoke opportunity attacks. 

Your DM may permit extra expansions to be used here equivalent to a spell up to level 6.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2022 5:14:16 PM
10
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Pre Beta
Coming Soon

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