Base Class: Barbarian
There are warriors who lose themselves to rage, and then there are the Goreforged — those who are forged by rage itself. Deep within their skulls pulses a foreign machine: the Butcher’s Nails, an infernal implant of unknowable origin. It twists pain into power, screams into rhythm, and flesh into ash.
Once activated, the Nails do not whisper. They command.
Level 3: Bloodrush Protocol
When you choose this path at 3rd level, the Nails begin to stir beneath your skin.
- Rage Augmentation – Bloodrush: While raging, once per turn when you hit a creature with a melee weapon attack, you deal bonus damage equal to twice your Barbarian level.
- Khorne’s Will: You can rage a number of times equal to your Constitution modifier + 2, instead of the normal number.
Charge the Line: When you move at least 10 feet straight toward a creature and hit with a melee attack, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take an additional 2d6 thunder damage as the force of your impact reverberates like a war drum.
Level 6: The Nails Take Hold
The Butcher’s Nails now fully activate when you rage, unleashing a visible transformation.
- Butcher’s Form: When you enter a rage, the Nails erupt. You grow mechanical spines, crimson vents hiss steam from your neck, and your eyes glow red. For the duration of your rage:
- You gain temporary hit points equal to twice your Barbarian level.
- You are immune to charm, fear, and psychic damage.
- Whenever you take damage, you may use your reaction to make a melee attack with advantage. If it hits, it deals an additional 2d12 damage.
- Warp Echoes: When you reduce a creature to 0 HP while raging, each creature of your choice within 15 feet must make a Wisdom saving throw (DC = 8 + your prof + Con mod) or be frightened until the end of your next turn. If they’re already frightened, they instead take 2d10 psychic damage.
Level 10: Crimson Override
Pain no longer slows you — it accelerates you.
- Overdrive: When you fall to 0 hit points while raging, you immediately regain half your maximum hit points and release a shockwave. Every creature of your choice within 10 feet must succeed on a Constitution saving throw (DC = 8 + prof + Str mod) or be blinded and deafened until the end of their next turn.
This feature can be used once per long rest.
Blood in the Gears: You gain resistance to force damage. While raging, if you hit a creature twice on your turn, you may make a third melee attack as a bonus action, even if you've already made one this turn.
Level 14: Apex Butchery
The Nails hum like a hive of murder. You become unstoppable.
- Slaughter Engine: While raging, you can now make two bonus action attacks per turn. These can be used to attack separate targets or the same creature.
Additionally, your weapon attacks crit on a roll of 18–20.
- Ceaseless Rampage: Whenever you reduce a creature to 0 HP, your movement does not provoke opportunity attacks until the end of your next turn. Also, your movement speed increases by 20 feet for the remainder of your rage.
- Living Cataclysm (1/long rest): As a bonus action while raging, you can activate the final stage of the Nails. For 1 minute:
- You regain 10 HP at the start of each of your turns.
- Your weapon attacks deal an additional 3d6 thunder damage.
- You are under the effect of Freedom of Movement.
Enemies within 10 feet of you at the start of their turn take 10 psychic damage as the Nails emit a low, maddening hum.
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