Barbarian
Base Class: Barbarian

Some barbarians focus their rage into their body, their fists, head, and legs harden. They can accomplish great feats of strength, and respond to threats with alarming violence.

Body Hardening Technique

3rd-level Path of Stone feature

When you enter your rage, you enter a battle meditation. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Jagged Headbutt. Your rage manifests as a head as hard as stone. It deals 1d8 slashing damage on a hit. Once on each of your turns when you damage a creature with this headbutt, you gain a number of temporary hit points equal to your proficiency bonus.

Stalactite Strikes. Your rage manifests as rock hard fists and knees, which you can use as a weapon if it’s empty. It deals 1d6 piercing damage on a hit. Once on each of your turns when you attack with a fist or knee strike using the Attack action, you can make one additional strike attack as part of the same action.

Boulder Kick. Your rage manifests as legs with the reach of falling boulders which deals 1d8 bludgeoning damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to block with your shin and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Stone Training

6th-level Path of the Stone feature

The feral power within you increases, causing the natural weapons of your Body Hardening Technique to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also adapt your training to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Burrowing

You gain a burrowing speed equal to 20 feet.

Climbing

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Avalanches Fury

10th-level Path of Stone feature

When you hit a creature with your natural weapons while you are raging, the beast within you can hit with the force of tan avalanche. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target falls prone.
  • The target takes 2d12 force damage.

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

Echoing Endurance

14th-level Path of Stone feature

Your training is so intense that your warcry can spread its ferocity to others and gain resilience from them joining your fight. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

Comments

Posts Quoted:
Reply
Clear All Quotes