Base Class: Barbarian
Path of the Split Body
Barbarians who follow the Path of the Split Body have unlocked a primal magic that divides their form into two distinct beings: the mighty Greater Body and the clever Lesser Body. These two work in perfect synergy, like legendary duos from adventuring tales, complementing each other's strengths both in and out of battle. This path is exclusive to those races with immense strength, such as Firbolgs, Goliaths, and Orcs, whose Lesser Bodies take on a more nimble, smaller form, often resembling a Small race like Goblins, Gnomes, or Halflings.
Racial Prerequisite: Only characters from physically strong races (such as Firbolgs, Goliaths, Orcs, and Bugbears) can follow this path. The Lesser Body takes the form of a Small race, like Goblins, Gnomes, and Halflings. Your DM can lift this restriction to better suit the campaign, but the Lesser Body must take the form of a Small Race.
3rd Level Feature: Split Rage
At 3rd level, when you enter a rage, your body splits into two distinct entities, the Greater Body and the Lesser Body, like the inseparable duos of legend.
- Greater Body: This is your normal form, large and powerful. You retain all your usual stats, abilities, and size.
- Lesser Body: The Lesser Body is a Small creature and acts as your partner. It shares your hit points, has your senses, and can interact with objects and enemies in creative ways.
Dynamic Duo: Special Interactions
The Greater and Lesser Bodies can now perform combination attacks and special moves that mirror the interactions of legendary duos:
- Piggyback Ride: The Lesser Body can ride on the back or shoulder of the Greater Body. While doing so, it can perform independent ranged attacks using small thrown objects or even spells if the Lesser Body is capable. This grants the Lesser Body cover and lets it interact with the environment without separating from the Greater Body.
- Assist in Combat: If the Lesser Body is within 5 feet of the Greater Body, it can use its reaction to grant advantage on one of your attack rolls once per turn by distracting an enemy or targeting weak spots.
Wield the Lesser Body
- You are proficient in using the Lesser Body as a melee weapon, dealing 1d8 bludgeoning damage (or 1d10 with two hands). The Lesser Body can also make an unarmed strike, dealing 1d4 bludgeoning damage, as part of the same attack.
Throw the Lesser Body
- The Lesser Body can be thrown up to 20 feet, and upon impact, it can make an unarmed strike.
- Lesser Body’s Reaction – Return to Me: The Lesser Body can use its reaction to Dash or Disengage back to the Greater Body in the same turn.
Linked Minds
- Even outside of rage, the Lesser Body can remain separate from the Greater Body, allowing it to perform small tasks or assist in exploration, much like the sidekicks of old. It can scout ahead, squeeze through small spaces, or retrieve items.
6th Level Feature: Dual Savagery
The synergy between your two bodies reaches new heights at 6th level, allowing for even greater cooperation both in and out of combat.
Coordinated Attacks
- When you take the Attack action, you can make an additional attack using the Lesser Body as a bonus action. If the Lesser Body is thrown, it can make an unarmed strike on impact, and you can make another attack when the Lesser Body returns to you in the same turn.
Power Toss
- You can throw the Lesser Body up to 30 feet. Upon landing, the Lesser Body can trigger environmental effects (such as flipping switches or knocking down objects) in addition to making an unarmed strike. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Tag-Team Tactics:
- The Lesser Body can now perform unique acrobatic tricks, much like the companions in your favorite games:
- High Jump: As a reaction, the Lesser Body can jump off the Greater Body's shoulders to reach ledges, grab flying enemies, or perform aerial attacks.
- Cannonball Launch: Once per turn, when the Lesser Body is thrown, it can slam into an enemy, dealing an additional 1d6 damage.
Lesser Body’s Gear
- The Lesser Body can now equip basic armor and non-magical weapons. If equipped with a weapon, it can attack independently or assist in your attacks with a small blade, staff, or slingshot (1d4 damage).
10th Level Feature: Unbreakable Bond
At 10th level, your connection with your Lesser Body is so strong that your coordination mimics legendary partners, seamlessly blending your tactics for both combat and exploration.
Magical Item Sharing
- The Greater and Lesser Bodies can now share magical items. Any attuned magic items you have affect both bodies, allowing both to benefit from enchanted gear, whether it's magical armor, weapons, or other wondrous items. The Lesser Body can wield its own magical gear, including weapons and armor, letting it act as an independent combatant or support unit.
Duo Defense:
- When within 10 feet of each other, the Greater and Lesser Bodies can use their connection to defend one another:
- Shared Damage: As a reaction, either body can transfer half the damage it would take to the other body.
- Deflection Tactics: When one body is hit by a melee attack, the other body can use its reaction to give the attacker disadvantage on its next attack.
Trick Moves
The Lesser Body has developed unique abilities for exploration and problem-solving:
- Tunnel Squeeze: The Lesser Body can crawl through tiny spaces and retrieve items or explore areas the Greater Body can't access.
- Lever and Button Use: The Lesser Body can flip switches, pull levers, and trigger traps, allowing the Greater Body to avoid hazards.
Advanced Equipment
- The Lesser Body can now wear magical armor and wield magical weapons, including special gear like spiked armor (like the Battlerager subclass). When equipped with spiked armor, the Lesser Body can deal 1d6 piercing damage to any enemy it grapples or is grappled by.
14th Level Feature: Twin Destruction
At 14th level, your mastery over the two-body dynamic reaches its peak. The Greater and Lesser Bodies are now an unstoppable force, combining their unique strengths for devastating effects in battle.
Fury of Two Bodies
- While raging, the Greater and Lesser Bodies can both take the Attack action independently. This allows you to focus your attacks on a single target for maximum damage or strike at multiple foes simultaneously. Each body can attack separately, creating a devastating combination of brute force and agility.
Whirlwind Toss
- Once per rage, you can throw the Lesser Body in a spinning attack. It flies up to 30 feet, hitting all creatures within 10 feet of where it lands. Each creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 3d6 bludgeoning damage and be knocked prone. After the attack, the Lesser Body instantly returns to the Greater Body’s hand.
Lesser Body’s Spiked Armor Mastery
- If the Lesser Body is wearing spiked armor, it can perform a special Spin Attack while being thrown. The Spin Attack hits all creatures within 5 feet of the Lesser Body’s landing spot, dealing 1d6 piercing damage to each enemy hit.
Advanced Cooperation:
- The Lesser Body can now be thrown into more complex combat scenarios:
- Rocket Boost: You can throw the Lesser Body at a target, and on impact, the Lesser Body can propel itself with a burst of force, dealing an additional 2d6 force damage. Afterward, it returns to the Greater Body.
- Grapple Launch: When thrown, the Lesser Body can immediately grapple a target on impact. This grapple counts as an automatic success, unless the target succeeds on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
Dual Mastery
- The Lesser Body is now a true partner in everything. Whether you're solving puzzles, crafting items, or exploring dangerous terrain, the Lesser Body can act independently for extended periods, assisting in long-term activities like crafting, scouting, or triggering complex mechanisms.
Split Rage
At 3rd level, when you enter a rage, your body splits into two distinct entities, the Greater Body and the Lesser Body, like the inseparable duos of legend.
- Greater Body: This is your normal form, large and powerful. You retain all your usual stats, abilities, and size.
- Lesser Body: The Lesser Body is a Small creature and acts as your partner. It shares your hit points, has your senses, and can interact with objects and enemies in creative ways.
Dynamic Duo: Special Interactions
The Greater and Lesser Bodies can now perform combination attacks and special moves that mirror the interactions of legendary duos:
- Piggyback Ride: The Lesser Body can ride on the back or shoulder of the Greater Body. While doing so, it can perform independent ranged attacks using small thrown objects or even spells if the Lesser Body is capable. This grants the Lesser Body cover and lets it interact with the environment without separating from the Greater Body.
- Assist in Combat: If the Lesser Body is within 5 feet of the Greater Body, it can use its reaction to grant advantage on one of your attack rolls once per turn by distracting an enemy or targeting weak spots.
Wield the Lesser Body
- You are proficient in using the Lesser Body as a melee weapon, dealing 1d8 bludgeoning damage (or 1d10 with two hands). The Lesser Body can also make an unarmed strike, dealing 1d4 bludgeoning damage, as part of the same attack.
Throw the Lesser Body
- The Lesser Body can be thrown up to 20 feet, and upon impact, it can make an unarmed strike.
- Lesser Body’s Reaction – Return to Me: The Lesser Body can use its reaction to Dash or Disengage back to the Greater Body in the same turn.
Linked Minds
- Even outside of rage, the Lesser Body can remain separate from the Greater Body, allowing it to perform small tasks or assist in exploration, much like the sidekicks of old. It can scout ahead, squeeze through small spaces, or retrieve items.
Dual Savagery
The synergy between your two bodies reaches new heights at 6th level, allowing for even greater cooperation both in and out of combat.
Coordinated Attacks
- When you take the Attack action, you can make an additional attack using the Lesser Body as a bonus action. If the Lesser Body is thrown, it can make an unarmed strike on impact, and you can make another attack when the Lesser Body returns to you in the same turn.
Power Toss
- You can throw the Lesser Body up to 30 feet. Upon landing, the Lesser Body can trigger environmental effects (such as flipping switches or knocking down objects) in addition to making an unarmed strike. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Tag-Team Tactics:
- The Lesser Body can now perform unique acrobatic tricks, much like the companions in your favorite games:
- High Jump: As a reaction, the Lesser Body can jump off the Greater Body's shoulders to reach ledges, grab flying enemies, or perform aerial attacks.
- Cannonball Launch: Once per turn, when the Lesser Body is thrown, it can slam into an enemy, dealing an additional 1d6 damage.
Lesser Body’s Gear
- The Lesser Body can now equip basic armor and non-magical weapons. If equipped with a weapon, it can attack independently or assist in your attacks with a small blade, staff, or slingshot (1d4 damage).
Unbreakable Bond
At 10th level, your connection with your Lesser Body is so strong that your coordination mimics legendary partners, seamlessly blending your tactics for both combat and exploration.
Magical Item Sharing
- The Greater and Lesser Bodies can now share magical items. Any attuned magic items you have affect both bodies, allowing both to benefit from enchanted gear, whether it's magical armor, weapons, or other wondrous items. The Lesser Body can wield its own magical gear, including weapons and armor, letting it act as an independent combatant or support unit.
Duo Defense:
- When within 10 feet of each other, the Greater and Lesser Bodies can use their connection to defend one another:
- Shared Damage: As a reaction, either body can transfer half the damage it would take to the other body.
- Deflection Tactics: When one body is hit by a melee attack, the other body can use its reaction to give the attacker disadvantage on its next attack.
Trick Moves
The Lesser Body has developed unique abilities for exploration and problem-solving:
- Tunnel Squeeze: The Lesser Body can crawl through tiny spaces and retrieve items or explore areas the Greater Body can't access.
- Lever and Button Use: The Lesser Body can flip switches, pull levers, and trigger traps, allowing the Greater Body to avoid hazards.
Advanced Equipment
- The Lesser Body can now wear magical armor and wield magical weapons, including special gear like spiked armor (like the Battlerager subclass). When equipped with spiked armor, the Lesser Body can deal 1d6 piercing damage to any enemy it grapples or is grappled by.
Twin Destruction
At 14th level, your mastery over the two-body dynamic reaches its peak. The Greater and Lesser Bodies are now an unstoppable force, combining their unique strengths for devastating effects in battle.
Fury of Two Bodies
- While raging, the Greater and Lesser Bodies can both take the Attack action independently. This allows you to focus your attacks on a single target for maximum damage or strike at multiple foes simultaneously. Each body can attack separately, creating a devastating combination of brute force and agility.
Whirlwind Toss
- Once per rage, you can throw the Lesser Body in a spinning attack. It flies up to 30 feet, hitting all creatures within 10 feet of where it lands. Each creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 3d6 bludgeoning damage and be knocked prone. After the attack, the Lesser Body instantly returns to the Greater Body’s hand.
Lesser Body’s Spiked Armor Mastery
- If the Lesser Body is wearing spiked armor, it can perform a special Spin Attack while being thrown. The Spin Attack hits all creatures within 5 feet of the Lesser Body’s landing spot, dealing 1d6 piercing damage to each enemy hit.
Advanced Cooperation:
- The Lesser Body can now be thrown into more complex combat scenarios:
- Rocket Boost: You can throw the Lesser Body at a target, and on impact, the Lesser Body can propel itself with a burst of force, dealing an additional 2d6 force damage. Afterward, it returns to the Greater Body.
- Grapple Launch: When thrown, the Lesser Body can immediately grapple a target on impact. This grapple counts as an automatic success, unless the target succeeds on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
Dual Mastery
- The Lesser Body is now a true partner in everything. Whether you're solving puzzles, crafting items, or exploring dangerous terrain, the Lesser Body can act independently for extended periods, assisting in long-term activities like crafting, scouting, or triggering complex mechanisms.
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