Base Class: Barbarian
Barbarians who are born with the Blood of the Godking embrace the savage primal power of their inheritance, channeling their fury into legendary forms. As they rage, their bodies undergo horrifying transformations, becoming a terrifying embodiment of the Godking's ancient power. Each new stage of their fury unlocks a more fearsome aspect, as they ascend to godlike power.
Cursed Blood
At 3rd level, you gain the ability to take on the traits of an ancient beast as you enter a frenzied rage. Your body begins to twist and warp as you grow in size and strength.
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Primordial Growth: Your muscles surge and your bones stretch with an agonizing snap. You tower over your enemies, your body distorting into something too large, too monstrous for mortal eyes. Your reach extends, and the ground trembles beneath your weight.
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You grow one size category larger (Medium → Large).
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Your melee weapon reach increases by 5 feet.
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Your Rage Bonus is doubled
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Horned Juggernaut: The horns on your brow harden and grow dramatically, and you become a charging juggernaut. As a bonus action, you can charge a creature within 30ft make a melee attack with your horns (1d10 + Strength modifier piercing damage). If you move at least 10 feet straight toward a creature before hitting it, it must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone.
Godking's Visage
At 6th level, your transformations become even more monstrous. The fury grows inside you, warping your form into something far more dangerous.
- Godking's Maw and Mane: Your head twists and reshapes in a horrifying display. Your jaw stretches, bones crack and shift, and long, predatory fangs rip through your gums. A coarse, golden mane bursts from your scalp and shoulders, framing a monstrous lion’s face that radiates primal dominance
- Predatory Claws: Your hands bleed as massive, bone claws burst forth from underneath your nails
- Wings of the Abyss: From your back, great leathery wings tear forth, dripping blood and ichor before unfurling in terrible splendor. The wind howls with your ascent, and your monstrous shadow darkens the battlefield.
- While raging, you gain a flying speed equal to your walking speed. You must land at the end of each of your turns or fall. (At 10th level, you gain the ability to hover.)
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Maul (Melee Multi-Attack, Strength, reach 10 ft.) Bite attack (1 d12+Str+Proficiency) + 2 Claw attacks (1d6+Str)
Godking Reborn
At 10th level, your monstrous transformation reaches its apex. You fully embody the Godking's power, becoming a force of nature that cannot be stopped.
- Spine of the Beast: A long, sinuous tail erupts from your spine, ending in a brutal crown of bone and jagged spikes. It writhes with a mind of its own, lashing out to punish any who dare strike you.When a creature comes within 10 feet of you, you can use your reaction to make a Tail Strike (Melee Weapon Attack, Strength, reach 10 ft.), dealing 1d8 + Strength modifier piercing damage.
- Aura of Despair: You emanate a menacing aura while you're raging. The aura extends 10 feet from you in every direction, but not through total cover.
Any creature in this aura must make a wisdom saving throw (DC=8+Str+Prof) or have its speed is reduced to 0 and become frightened of you.
Wizards Bane
At 14th level, you fully embrace the curse of the Godking, and develop resistance to magic and its practitioners.
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Arcane Resistance: You gain resistance to all damage from spells. This includes magical attacks, spell effects, and magical damage from spells such as fireball, disintegrate, or inflict wounds.
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Spellbreaker Strike: When you hit a creature concentrating on a spell with a melee weapon attack, they automatically fail their Constitution saving throw to maintain concentration. (No roll needed.)
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Devour the Arcane (Once per Rage):
Whenever you are targeted by a spell attack, you can use your reaction to devour the arcane energy and unleash your monstrous wrath upon the spellcaster:-
You open your mouth and a dark vortex begins to form. You devour the arcane energy of the caster, negating all effects of the spell. The spell caster must make a Dex Saving throw (DC=8+Str+Proficiency). On a failed save, the attack deals 6d10 necrotic damage + your Strength modifier and Half as much damage on a success. You regain hit points equal to half the necrotic damage dealt.
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If the caster is reduced to 0 hit points, you absorb their arcane essence, gaining advantage on all saving throws until the end of your next turn.
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