Base Class: Barbarian
More than primal emotion, you've been working to create perfection. Craft unique alchemical solutions and mutagens to empower you in a multitude of different ways. You have an intellect and knowledge of science that gives you an edge on your opponents.
Grafted Rage
3rd-level Grafted Rage feature
When you enter your Grafted Rage, you apply a specific mutagen, allowing you to transform, revealing the power within you. Until the Grafted Rage ends, you augment your body in one of these ways. It takes the form of a simple melee weapon and you add your Strength modifier to the attack and damage rolls when you attack with these weapons, as normal.
You choose the weapon’s form each time you rage:
Powerful Fist - Your prosthesis/augmented hand transforms into a massive, powerful fist. Your unarmed strikes deal 1d8 + Strength modifier bludgeoning damage, and you hit a creature with an attack, you can push them back 10 feet if they fail a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
Plasma Claws - Retractable claws made of energy-enhanced metal extend from your hands. Your unarmed strikes deal 1d6 + Strength modifier slashing damage, and you can choose to deal additional fire or lightning damage equal to your proficiency bonus.
Viper Strike - Your prosthesis grows sharpened hollow claws or needles, capable of injected foes with deadly toxins and poisons. This weapon has a reach of 10 feet and deals 1d8 + Strength modifier piercing damage. On a hit, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be poisoned until the end of your next turn.
Brain and Brawn
When you choose this path, your connection with your mechanical augmentations allows you to apply your Intelligence in ways that enhance your combat prowess. You gain proficiency in Intelligence saving throws, and you can add your Intelligence modifier (minimum of +1) to any Strength (Athletics) checks or saving throws made while raging.
Mutagenic Enhancements
6th-level Path of the Grafted feature
The power within you increases, causing the natural weapons of your Form of the Grafted to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your physicality to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your rage.
Blinding Speed
Gain a +10 bonus to your movement speed and advantage on Dexterity saving throws. However, you have disadvantage on Wisdom saving throws.
Enhanced Reflex
You gain the ability to use your bonus action to make an additional attack, even if not wielding an offhand weapon. However, whenever your rage with this Mutagen ends you take a level of Exhaustion
Focused Mind
You gain the ability to cast spells while raging, and do not drop concentration on spells cast before raging. However, you have disadvantage on both Strength and Dexterity Saving Throws
Steel Hide
Gain a +2 bonus to AC, and you have resistance to non-magical slashing, piercing, and bludgeoning damage. However, your movement speed is reduced by 10 feet.
Titans Strength
Gain a +2 bonus to Strength, and your carrying capacity doubles. However, your Dexterity saving throws are made at disadvantage.
Overclocked Augmentation
10th-level Path of the Grafted feature
Once per rage, you gain temporary hitpoints equal to (5 + Barbarian Level) and you activate an Overclock ability, causing your chosen grafted augmentation to gain an additional effect:
Brutal Powerful Fist - When you hit a creature with this weapon, you can choose to make it an Overclocked Strike. The attack deals an additional 2d8 force damage, and the target must make a Constitution Save (DC= 8+Prof+Str) or be stunned until the start of your next turn.
Violent Plasma Claws - Your claws ignite with energy, dealing an additional 1d6 damage of your chosen type (fire or lightning) and igniting the target. The target takes 1d6 fire damage at the start of each of its turns until it uses an action to douse the flames.
Potent Viper Strike - Your Viper Strike inflicts a virulent poison, dealing an additional 2d6 poison damage. The target must also succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
Mutagenic Mastery
14th-level Path of the Grafted feature
The Mutagens you craft cause you to become so powerful that its ferocity inspires others, and you gain resilience from them following your lead. 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 Intelligence 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 rolls an attack roll, they can add your Intelligence modifier (minimum +1) to the roll
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.
Mutagenic Mastery
Allies of your choice that you can see (Equal to your Intelligence modifier) gain bonus to hit equal to your Intelligence modifier
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Posted Sep 18, 2024FOREFATHERS ONE AND ALL, BEAR WITNESS