Barbarian
Base Class: Barbarian

Raging monsters from the ranks of sorcerers that never could channel their magic right, or monsters from the depths of astral plane. Are they monsters? Or simply glitching reality covering humanoids that rage so intensly the world splits around them. 

Will you fall into the rage? Eventually falling out of the world and floating in the ethereal? Or will you protect and catalyze what it means to be be the barrier between the surging phase and life.

Wraith of Rage

Starting when you choose this path at 3rd level, whenever you enter a rage you begin to blur, moving in a way that seems to almost be like you are a creature from beyond this mortal plane. Whenever a successful attack is made against you can expend 1d4 Hitpoints to make the attacker reroll, but now with 1d4 subtraction from the attack roll, and take the lowest roll from the two. 

Life Drinker

At 3rd level, you can take this phasing rage, and try to grasp at the straws of their life force. Whenever you make an attack, you can choose to expend 1d4 Hitpoints, in return, you deal an extra 3d6 Force damage, and a third (rounding up) of the damage done is returned to you as healing. Additionally, you can choose to instead siphon off half of the damage done (in healing) to an ally within 20 ft, but take no healing yourself. You can only apply this one time per melee attack at third level, at tenth level, this can be called any number of times; this is called after a successful attack roll but before you've rolled damage.

For an ally to be applicable for this healing, they must either be in the ethereal plane or hold a totem that you have made with them. A totem should be awarded through roleplay (but if that's not your jive) you need to take a short rest (of time) an drop your blood, and their blood into a mixture of ash and then put 15 gp of gem dust into the mixture; once this is complete it needs to be formed into clay and then fired in a campfire over a long rest, in which the barbarian cannot take. 

Phasing Step

Starting at 6th level, you can charge head forward to battle... even through the baracades. While in a rage, you can move through walls, creatures, and objects as if they were difficult terrain. If you end your turn in a wall, you take 1d8 force damage; on the start of your next turn, you are forced to the closest available free space, taking half your movement, no matter the distance, any creatures or objects you move through take 1d6 + Constitution modifier force damage. 

If you move through a creature in a round, no matter how many times you travel through them that round they only ever take the damage once. Next round this is reset. 

Damaging Phase

At 10th level, your static encoded rage extends to all your attacks. Whenever you attack you deal an extra 2d4 Force Damage, and you can choose to do your Phasing Smite (Life Drinker) ability multiple times on a single attack (before you roll damage), taking the appropriate amount of damage every time. 

Etherial Warping

Beginning at 14th level, you gain an arua of pulsating phase and reality warping, whenever you enter a rage, you gain an aura that makes everyone within 5 ft of you gains disadvanatage on attack rolls, and perception checks. Additionally, you can teleport up to 30 ft as a bonus action when you enter a rage. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2024 7:36:43 PM
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