Base Class: Barbarian
Though anger and wrath are the emotions that most directly lead to battle, there are many primal emotions from which a person can draw strength. Though it is generally considered impolite to talk about, there are those who take their 'lust for battle' a touch more literally than most.
Heat
Starting at 3rd Level, your rage is fueled by your lust instead of by anger, from now on referred to as goin into heat. When going into heat, you gain one of the following benefits depending on your genitalia at the time of going into heat. If you have no genitalia, you may choose.
Moister than a Oyster: Your skin becomes slick and your muscles unusually stretchy. A creature grappled by you is considered restrained, and you may move freely through another creature's space, though you cannot willingly end your turn in another creature's space.
Rock Hard, Baby!: Blood rushes through your body expanding and hardening your muscles to get them ready for battle. You count as one size larger for the purposes of grappling. Additionally, so long as you are on the ground you cannot be knocked prone
Simp Strike
Starting at 6th level, when you are in heat you can choose to make a special attack as an action. A creature struck by this attack suffers the attacks normal effects and must make a Charisma saving throw (DC 8 + your proficiency bonus + your Strength, Constitution or Charisma Modifier) or be charmed by you until you are no longer in heat. A creature charmed this way will obey your orders as long as they are not directly harmful to it or its allies (Unwise financial decisions are not harmful for the purpose of this effect). You may use this special attack a number of times equal to your proficiency bonus per long rest.
Ready For A Pounding
Starting at 10th Level, going into heat grants you additional benefits depending on if your Moister than a Oyster or Rock Hard, Baby!
Moister than a Oyster: You're ready to take a pounding. You gain immunity to your Choice of Bludgeoning or Piercing Damage
Rock Hard, Baby!: You're ready to give a pounding. Bludgeoning and Piercing damage you deal ignores Resistance and treats Immunity as resistance. When you make an attack that uses Strength and that attack deals bludgeoning or Piercing damage, If the damage dealt is less than twice your Strength Modifier, it instead deals damage equal to twice your strength modifier.
Climax
At 14th level, you've achieved the peak of your heat. Whenever your heat would end you choose to climax instead. Climaxing ends all unwanted conditions on yourself, as well as regaining hit points equal to twice your Constitution Modifier, which also triggers a additional effect depending on what kind of heat your in. The DC for the saving throw for those effects is 8 + your proficiency bonus + your Strength, Constitution or Charisma modifier.
Moister than an Oyster: You throw your head back and let out a shuddering cry. Creatures of your choice within 15 ft. of you must make a Wisdom saving throw, taking 5d8 psychic damage and become stunned until the end of your next turn on a failure, or half damage and resist the stunning effect on a success.
Rock Hard, Baby!: You shoot out your triumph in a 30 ft. line. Creatures in the line must make a Dexterity saving throw or take 5d8 Bludgeoning damage and be pushed back 5 ft. on a failure, or half damage and resist the push back on a success.
You may use this feature a number of times equal to your proficiency bonus, regaining
Heat
Starting at 3rd level, your rage is fueled by your lust instead of by anger, from now on referred to as going into heat. When you go into heat, you gain one of the following benefits depending on your genitalia at the time of going into heat. If you have no genitalia, you may choose
Moister than a Oyster
Moister than a Oyster: Your skin becomes slick and your muscles unusually stretchy. A creature grappled by you is considered restrained, and you may move freely through another creature's space, though you cannot willingly end your turn in another creature's space.
Rock Hard, Baby
Rock Hard, Baby!: Blood rushes through your body expanding and hardening your muscles to get them ready for battle. You count as one size larger for the purposes of grappling. Additionally, so long as you are on the ground you cannot be knocked prone
Simp Strike
Starting at 6th level, when you are in heat you can choose to make a special attack as an action. A creature struck by this attack suffers the attacks normal effects and must make a Charisma saving throw (DC 8 + your proficiency bonus + your Strength, Constitution or Charisma Modifier) or be charmed by you until you are no longer in heat. A creature charmed this way will obey your orders as long as they are not directly harmful to it or its allies (Unwise financial decisions are not harmful for the purpose of this effect). You may use this special attack a number of times equal to your proficiency bonus per long rest.
Ready For A Pounding
Starting at 10th Level, going into heat grants you additional benefits depending on if your Moister than a Oyster or Rock Hard, Baby!
Moister than an Oyster
Moister than a Oyster: You're ready to take a pounding. While your in heat You gain immunity to Bludgeoning and Piercing Damage
Rock Hard, Baby!
Rock Hard, Baby!: You're ready to give a pounding. Bludgeoning and Piercing damage you deal ignores Resistance and treats Immunity as resistance. When you make an attack that uses Strength and that attack deals bludgeoning or Piercing damage, If the damage dealt is less than twice your Strength Modifier, it instead deals damage equal to twice your strength modifier.
Climax
At 14th level, you've achieved the peak of your heat. Whenever your heat would end you choose to climax instead. Climaxing ends all unwanted conditions on yourself, as well as regaining hit points equal to twice your Constitution Modifier, which also triggers a additional effect depending on what kind of heat your in. The DC for the saving throw for those effects is 8 + your proficiency bonus + your Strength, Constitution or Charisma modifier.
You may use this feature a number of times equal to your proficiency bonus, regaining
Moister than an Oyster
Moister than an Oyster: You throw your head back and let out a shuddering cry. Creatures of your choice within 15 ft. of you must make a Wisdom saving throw, taking 5d8 psychic damage and become stunned until the end of your next turn on a failure, or half damage and resist the stunning effect on a success.
Rock Hard, Baby!
Rock Hard, Baby!: You shoot out your triumph in a 30 ft. line. Creatures in the line must make a Dexterity saving throw or take 5d8 Bludgeoning damage and be pushed back 5 ft. on a failure, or half damage and resist the push back on a success.
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