Barbarian
Base Class: Barbarian

For most barbarians, a black pudding is an inconvenience on their way to the real fight. But for some warriors, its flexibility and tenacity are something to be admired. A few, followers of the Path of the Black Pudding, have gone so far as to infuse their own bodies with its power, granting them bizarre and sometimes unsightly abilities. Many who follow the path come to feel that the pudding has connected them to a deeper, darker, perhaps even godlike force. Many would argue with this belief, though most would lose that fight to a barrage of pitch-dark fists.


 This subclass was created in Episode 5 of Untested Arcana - new content weekly on YouTube!

 

Unstable Form

Starting when you choose this path at 3rd level, your body is blessed by the gelatinous gift of the black pudding. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. In addition, when you make a melee attack on your turn, your reach is 5 feet greater than normal, as your limbs stretch and warp. This reach increases to 10 feet at 10th level, and 15 feet at 14th level.

Gelatinous Rage

Also at 3rd level, your rage manifests as a shimmering shell of black ooze. When you enter a rage, you gain a number of temporary hit points equal to your barbarian level. While raging, the damage of your unarmed strikes increases to 1d8, and you can choose to deal either acid or bludgeoning damage on a hit. You also gain resistance to acid and lightning damage.

Rebounder

By 6th level, the powers within you grow restless. While raging, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you gain resistance to bludgeoning, piercing, and slashing damage even from magical sources. You can also make one unarmed strike as a bonus action directly after taking the Attack action on your turn.

Dark Conqueror

At 10th level, your slimy deity makes its presence known to your opponents. As an action, you can choose a number of creatures up to your proficiency bonus that you can see within 30 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or be frightened by you until the end of your next turn. A frightened creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

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

Fluid Reality

Starting at 14th level, you can imbue the world around you with an aspect of your godlike flexibility. When you enter a rage, you can choose to summon an aura of pitch-black matter, extending 15 feet from you in every direction. Surfaces and objects not being worn or carried by other creatures become bouncy and rubbery, making it difficult terrain for creatures other than you. While the aura is present, you cannot be charmed, frightened, paralyzed, or stunned, and have blindsight out to a range of 15 feet.

The aura lasts for 1 minute or until your rage ends. You have one use of this feature, which you regain when you complete a long rest.

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