Base Class: Barbarian
You drink a potion which you prepare, or otherwise magically empower a transformation into a hulking form. Your knowledge of the form and its transformation makes it more powerful. When you use your Rage, you assume your Hulking Transformation form. While transformed in this way, may use your INT modifier in place of STR for all Attack rolls, damage rolls, ability checks, and saving throws which use STR.
Hulking Transformation
This feature is active at 1st level if your GM approves choosing both the Barbarian class and Path of the Hulking Transformation subclass at 1st level. To enter your rage, you drink a potion or otherwise consume a resource which you prepare during your long rest. You may prepare and possess a number of this resource equal to the number of rages you are able to enter per long rest. If the resource is a potion, you are proficient with the Alchemist's Supplies. If you are already proficient with Alchemist's Supplies, or if a different tool is required to prepare your resource, choose one other Artisan's Tool.
This potion or resource transforms you into a form known as your Hulking Transformation. The appearance of your transformation is chosen by you, but your size category and game statistics do not change, and you do not grow new functional limbs or body parts. Your knowledge of the form, and of the potion or resource used to assume it, makes the transformation more powerful. Thus you use your INT in place of STR for all Attack rolls, damage rolls, ability checks, and saving throws which use STR.
The effects of your Transformation spill over into your normal form, causing you to be more prepared for battle even when not transformed. For the purposes of your Unarmoured defense, you may use 1/2 of your INT modifier rounded down instead of CON when calculating your AC.
Potion-making Proficiency
Choose a tool used to create Hulking Transformation resource
Magic Versatility
Yours is a path which seeks to use intelligence to empower the strength of your attacks. At 3rd level you gain the ability to cast the Sword Burst cantrip. You are able to cast this cantrip while raging so long as you are carrying a Melee weapon. The damage type and damage dealt on a failed save is equal to your weapon damage plus your INT modifier.
While your transformation is active, you may cast leveled spells which deal only one form of damage, and do not have costly spell components. When you cast a leveled spell while in your transformation, the casting time may be changed to 1 bonus action, and instead of the spell having its normal effects, the spell adds 1d6 of the spell's damage type per spell level to each of your melee attacks. This effect lasts until your transformation ends or until you cast another leveled spell.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the artificer spell list.
Cantrips
You learn three cantrips: Sword Burst (if available and approved by your GM) and two other cantrips of your choice from the artificer spell list. You learn another artificer cantrip of your choice at 10th level.
Spell Slots
The Hulking Transformation Spellcasting table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level artificer spells of your choice, two of which you must choose from the enchantment and illusion spells on the artificer spell list.
The Spells Known column of the Hulking Transformation Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Hulking Transformation Spellcasting
|
Barbarian LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Transformation Augmentation
At 6th level, you may augment your transformation with one of the following features. At 10th level, you may choose an additional benefit from level 6 or choose an evolved version of the chosen 6th level feature.
Adrenal reactivity
Your transformation improves to have a hair trigger which may activate to heighten your reaction time whenever you are in danger. If you fail a saving throw during your transformation, you may use your reaction to re-roll the saving throw, or if you are not in your transformation, you may use your reaction to enter your transformation, after which you must re-roll the saving throw. Either way you must use the new roll. You cannot use this ability again until you have dismissed this instance of your transformation.
Curious skin
When you enter your rage, your transformation causes your skin's appearance to change as it takes on an elemental affinity of your choice, either fire, lightning, cold, or acid. Your melee attacks are magical and deal 1d6 damage of the element you chose when you entered your rage. In addition, when you are hit with a melee attack, you deal 1d6 damage of the chosen element against the creature which hit you unless you choose to resist this effect. Damage you take from the chosen affinity are reduced by 1d6, to a minimum of 0. When you are hit by an effect which deals fire, lightning, cold, or acid damage, you may choose to change your skin's affinity to the element which affected you.
Metabolic Burst
Your transformation can provide you with a burst of speed to your legs, wings, or arms to chase down your targets. You may use this feature during your transformation to increase any one movement speed you possess by 30 feet until the beginning of your next turn. Once you use this feature, you cannot use it again until you spend an entire round without willingly using movement.
Wellspring Heart
During your transformation, your heart is a source of special Graviturgy magic.
While your transformation is active, you can use your action to expend one spell slot of first level or higher to create an aura with a range of 10 feet around you. The aura lasts until your transformation ends or until you dismiss the effect (no action is required).
While this aura is active, creatures of your choice are pulled towards you, making it difficult for them to focus on anything except you. Any such creature that starts its turn inside your aura, or enters it for the first time on their turn, must succeed on a Constitution saving throw against your spell save DC, or they suffer the following effects while they remain inside your aura:
- Movement which would cause the creature to move farther away from you takes 2 feet of movement for every 1 foot, even if it's forced movement.
- Effects that would force the creature to move farther from you have no effect unless it is at least 10 feet of movement.
- Attacks made by the creature which do not target you or an object or creature located in your space have disadvantage.
Evolved Transformation Augmentation
At 6th level, you may augment your transformation with one of the following features. At 10th level, you may choose an additional benefit from level 6 or choose an evolved version of the chosen 6th level feature. You may only choose a feature once.
Adrenal reactivity
Your transformation improves to have a hair trigger which may activate to heighten your reaction time whenever you are in danger. If you fail a saving throw during your transformation, you may use your reaction to re-roll the saving throw, or if you are not in your transformation, you may use your reaction to enter your transformation, after which you must re-roll the saving throw. Either way you must use the new roll. You cannot use this ability again until you re-entered your transformation.Your transformation improves to have a hair trigger which may activate to heighten your reaction time whenever you are in danger. If you fail a saving throw during your transformation, you may use your reaction to re-roll the saving throw, or if you are not in your transformation, you may use your reaction to enter your transformation, after which you must re-roll the saving throw. Either way you must use the new roll. You cannot use this ability again until you have dismissed this instance of your transformation.
Curious skin
When you enter your rage, your transformation causes your skin's appearance to change as it takes on an elemental affinity of your choice, either fire, lightning, cold, or acid. Your melee attacks are magical and deal 1d6 damage of the element you chose when you entered your rage. In addition, when you are hit with a melee attack, you deal 1d6 damage of the chosen element against the creature which hit you unless you choose to resist this effect. Damage you take from the chosen affinity are reduced by 1d6, to a minimum of 0. When you are hit by an effect which deals fire, lightning, cold, or acid damage, you may choose to change your skin's affinity to the element which affected you.
Evolved Adrenal Reactivity
(Prerequisite: Adrenal Reactivity) Your transformation is prepared to emerge at a moment's notice when you are in danger. Any time more than one damage dice is rolled to damage you, you may use your reaction to either gain resistance to that instance of damage (if you are already transformed), or to enter your transformation and gain resistance to that instance of damage. Once you use this feature, you cannot use it again until you re-enter your transformation.
Evolved Curious Skin
When you use your Curious Skin feature, your skin may take on radiant, necrotic, and force elemental affinities as well.
In addition, when you are hit by a friendly creature with an attack which only deals damage of your elemental affinity, you do not take damage from the attack, and the energy is stored inside your skin for 1 minute before harmlessly dissipating. The next time you deal damage with a melee attack while the energy is stored, the energy is released, and the damage from the spell or effect is dealt to the targets of your attack.
Evolved Metabolic Burst
(Prerequisite: Metabolic Burst) Your transformation is able to rapidly sprout the anatomy necessary to move in ways you couldn't before. When you use your Metabolic Burst feature, you may add 30 feet to any one of your walking, flying, swimming, or climbing speed, even if you weren't able to move in these ways before. Your ability to move in these ways ends when your turn ends, and you will fall if you are still flying or climbing.
Evolved Wellspring Heart
Your transformation's heart has swollen and is able to produce more powerful magic. Your Graviturgy aura has the following effects when activated:
- If a spell slot of 2nd level or higher is used, the radius of the aura increases by 5 feet for each level of spell slot used above 1st.
- The save DC to avoid being affected by your aura is your Spell Save DC + your CON (minimum of 1)
- While a creature is affected by your aura, any time it uses its movement to move farther away from you, you may use your reaction to move up to your movement speed towards the creature and make a melee attack against that creature. If you hit the creature with this melee attack, its speed is reduced to 0.
- While a creature is affected by your aura, opportunity attacks made against that creature are made with advantage.
- Any time a creature falls prone while affected by your aura, it takes 1d10 bludgeoning damage for each size category the creature is above small (i.e. 1d10 for medium, 2d10 for large, etc). If a creature is prone and affected by your aura, it takes it's entire movement speed to stand.
Metabolic Burst
Your transformation can provide you with a burst of speed to your legs, wings, or arms to chase down your targets. You may use this feature during your transformation to increase any one movement speed you possess by 30 feet until the beginning of your next turn. Once you use this feature, you cannot use it again until you spend an entire round without willingly using movement.
Wellspring Heart
During your transformation, your heart is a source of special Graviturgy magic.
While your transformation is active, you can use your action to expend one spell slot of first level or higher to create an aura with a range of 10 feet around you. The aura lasts until your transformation ends or until you dismiss the effect (no action is required).
While this aura is active, creatures of your choice are pulled towards you, making it difficult for them to focus on anything except you. Any such creature that starts its turn inside your aura, or enters it for the first time on their turn, must succeed on a Constitution saving throw against your spell save DC, or they suffer the following effects while they remain inside your aura:
- Movement which would cause the creature to move farther away from you takes 2 feet of movement for every 1 foot, even if it's forced movement.
- Effects that would force the creature to move farther from you have no effect unless it is at least 10 feet of movement.
- Attacks made by the creature which do not target you or an object or creature located in your space have disadvantage.
Unstable Form
At 10th level, your transformation watches over you even when you don't. If you are surprised or asleep at the beginning of combat, or if you are hit with a critical attack while not transformed, you will automatically use your reaction to enter your transformation, unless you choose to resist this effect. If your transformation resists the damage taken which caused this effect, you will be resistant to that instance of damage.
Any time you enter your transformation as a reaction, it does not consume a useage of your rage/transformation resource.
Durable Life Transformation
At 14th level, you learn to fuel your transformation with a magical life force separate from your own. While you are transformed, you cannot be put to sleep, incapacitated, or become unconscious. If you are unwillingly subjected to one of these effects while not transformed, you will enter your transformation and become immune to the effect. The exception to this is if you are conscious and choose to resist the transformation, in which case you will not gain immunity to the effect in this way. If you are reduced to 0 hp while transformed, you can act normally while making death saving throws. If you fail your third death saving throw, you are no longer able to regain hp, but you do not die until your transformation ends unless your body is destroyed.
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