Base Class: Barbarian
Some monsters are born, some monsters are made. May it be from an experiment gone wrong, a curse from the divine, or maybe it runs in the family, no matter what happened you now harbor a monster within your very veins and walk the Path of the Monster.
Through the monster, your very body is a weapon and armor. When you rage, your body transforms grotesquely into a monster, your very fiber twisting and growing becoming more powerful. You walk the path some would say is a curse and others a gift, but you see it as just another part of you, a part of you that you need to control lest it takes over completely.
Will you be looking to control the monster within? or let it lose?
Monstrous Form
Your Rage taps into the power of monsters coursing through your veins, altering your physiology and manifesting natural weapons. Whenever you activate your rage, choose one of following natural weapons and you gain Weapon Mastery and Proficiency with it:
Metallic Claws. Your hands grow powerful metal claws, which you can use as a weapon if it's empty. It deals 1d8 slashing damage on hit and has the Light Property with the Nick Mastery. Each free hand counts as a different weapon.
Armored Tail. You grow a powerful armored tail and plated legs. The tail and legs deals 1d12 bludgeoning damage on hit and has the Heavy and Reach Property with the Topple Mastery.
Harden Fangs. Your teeth become razorlike fangs. It deals 1d10 piercing damage on hit and has the Sap Mastery. Once on each of your turns when you damage a creature with the fangs, you gain Temporary Hit Points equal to the damage done by the Harden Fangs.
You can choose the natural weapon each time you activate your Rage.
Mutated Body
You can use your Strength modifier in place of your Dexterity modifier when calculating for Unarmored Defense and Initiative.
Whenever you activate your Rage, you can increase your size to Large and gain one of the following benefits:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- 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.
- 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.
If there isn’t enough room for you to increase your size, your size doesn’t change.
Beastly Roar
When you activate your Rage and as a Bonus Action while your Rage is active, you roar with the full fury of the monster within. Choose up to a number of creatures equal to your Strength modifier within 60 feet of you to gain one of the following benefits:
Fear. The creature must make a Wisdom Saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a successful save, the creature has their speed halved until the start of your next turn. On a failed save, the creature has their speed reduced to 0 and has Disadvantage on attack rolls against targets other than you.
Awe. Until the start of your next turn, the creature gains advantage to all attacks and their speed increases by 10 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Titanic Force
Level 14: Titanic Force
When you activate your Rage and as a Bonus Action while your Rage is active, you can expand one more use of your Rage in order to manifest all the options available from your Monstrous Form Feature and Mutated Body Feature, and gain the following benefits:
Unstoppable. Your speed cannot be reduced lower than 20 feet.
Unbreakable. Your size increases to Huge.
Unshakeable. Roll one additional weapon damage die when determining the damage from your natural weapons.
Previous Versions
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9/8/2024 5:33:09 AM
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9/9/2024 7:29:02 PM
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9/27/2024 8:35:14 PM
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