Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Gamma Berserker have been exposed to a uncontrolled and dangerous magical force that has empowered a monster inside them - a hulking beast awoken by rage. While this monster is active, they can expel their gamma power to protect and empower themself and their allies - a true menace on the battlefield.

When these Barbarians enter their rage, they transform; they become much bulkier and sometimes even change skin colours.

Hulking Strength

Starting at 3rd level, your rage unleashes your inner monster. While in your rage, your unarmed strikes' damage becomes 1d10 + your Strength modifier bludgeoning damage. This number changes as you level up in the Barbarian class. 

(2d10 + STR mod at level 7, 3d10 + STR mod at level 14, 2d20 + STR mod at level 18)

Furthermore, while in rage, two handed weapons are treated as one handed for you.

While in your rage, you gain no benefit from any armour worn and are considered unarmoured. 

Gamma Power
Starting at 3rd level, the gamma energy that powers your monstrous alter ego can be expelled from your body and empower your allies. On your turn, as an action while raging, you may emit a ferocious roar and grant one charge of gamma energy and a number of temporary hitpoints equal to your Barbarian level to you and all allied creatures within 30 feet of you. If any creature, not including yourself, has more than 3 gamma charges at the start of their turn, they take 1d4 necrotic damage per charge.

If a creature has a gamma charge, on their turn, as a bonus action, they may expend a gamma charge to deal an additional 1d8 necrotic or radiant damage on every attack until the start of their next turn.

Whenever you take damage, you may use your reaction to expend a gamma charge to reduce the damage by your Barbarian level and deal 1d10 necrotic or radiant damage back to your attacker.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Gamma Empowered

Beginning at 10th level, your gamma energy can be used in increasingly creative ways. Gain the following features.

Heavy Blow. When you successfully deal damage with an unarmed strike, you may spend 1 gamma charge to deal half damage to two creatures within 5 feet of the target.

Great Leap. On your turn, you may consume 1 gamma charge to jump 30 feet (consuming 15 feet of movement) into the air, dragging along any flying enemy creatures your path of movement connects with, bringing them to the ground.

Supercharged. On your ally's turn, as a bonus action, they may spend 3 gamma charges to gain an extra 15 feet of movement and an additional Action for their next turn only.

The Monstrous G-Bomb

Starting at 14th level, your gamma energy has built up to a tipping point, allowing you to unleash the true power of the monster inside you. When you enter a rage, if you have 5 gamma charges, you may choose to enhance it into a Gamma Rage (which still functions as a normal rage).

When you enter a Gamma Rage, your maximum hitpoints are doubled (and your hitpoints double to match the new maximum).

While in a Gamma Rage, gain the following features.

Overclocked. When you use Gamma Power action, you do not gain a gamma charge. At the end of your turn, lose one gamma charge. Your Gamma Rage ends immediately if your rage ends or you hit zero gamma charges. Once your Gamma Rage ends, your maximum hitpoints are restored to their original value, and if you dropped to zero hitpoints, are restored to half your maximum. If your Gamma Rage ends through running out of gamma charges, you remain raging.

Feedback Loop. Whenever you deal damage to an enemy, gain 1 gamma charge. If the damage was dealt using Heavy Blow, gain an additional gamma charge.

Unstoppable Force. Whenever you use your reaction to reduce damage, you may spend 1 gamma charge to further reduce the damage by your Barbarian level.

Hulking Smash. On your turn, as an action, you may spend 2 gamma charges to smash your fists into the ground, dealing 2d10 force damage + 3d10 necrotic or radiant damage to everything except you in a 30 foot radius.

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