Barbarian
Base Class: Barbarian

You can channel powers from the Far Realm, a realm of pure chaos and evil that lurks beyond Ao's creations. You may have been born with this power, experimented upon, gained it from a traumatic event, or are posessed by a creature from this plane. However you obtained it, you have been cursed, or blessed depending on how you view it, with incredible powers.

Your abberant power manifest in a variety of ways. You may have inky blank eyes or tongue, you may have tentacles for hair or other parts of your body, you may have extra eyes where eyes should not be, and your voice may be deep and echo. This abberant biology has caused society to view you as a freak, a pariah, or a tool. You must choose whether to fight for the people of your world, or for forces in realms far beyond yours.

Manifest Tentacle

At 3rd level, you can distort your body with Far Realm magic when you rage. Upon entering a rage, you sprout a tentacle(s) from somewhere on your body that can be used for attacks or to manipulate objects. This tentacle is a natural, magical, and simple melee weapon with a range of 10 feet. The tentacle deals 1d6 + your strength modifier bludgeoning damage. You can also choose to grapple the targeted creature on a hit provided that creature is one size above yours or smaller.

At the start of a grappled creature's turn, it takes psychic damage equal to your proficiency bonus. If you are already grappling a creature with a tentacle, you cannot use that tentacle to make attacks. The amount of tentacles you have equal the amount of attacks you can make per turn.

At 6th level, the damage die of the the tentacle increases to 1d8. At 10th level it increases to 1d10. And at 14th level it increases to 1d12.

Eldritch Resilience

At 6th level, your mind and body adapt to increased eldritch influence. You are resistant to Psychic damage have advantage on saving throws against being Charmed, Frightened, Incapacitated, Paralyzed, and Stunned.

Additionally, you can manifest your tentacles even when you aren't raging, though doing so causes harm to your body. As a bonus action, you can choose to take 1d6 damage that cannot be reduced in anyway to manifest your tentacles for a number of minutes equal to your Barbarian level.

Tentacle Stun

At 10th level, your body becomes capable of channeling Far Realm power into your Tentacles. When you hit a creature with a tentacle attack, you can force the creature to make a Wisdom saving throw, the DC of which equals 8 + your Constitution Modifier + your proficiency bonus. On a failed save, the creature is stunned for one minute. The creature can reroll the saving throw at the end of each of their turns, and the effect ends on a success. You can use this ability a number of times equal to your proficiency bonus.

Enhanced Manifestation

At 14th level, you have perfectly acclimated to the energies of the Far Realm, and you can alter your body even further. You can sprout a third large tentacle when raging, and you can use a bonus action to make a tentacle attack.

Previous Versions

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7/17/2025 2:22:05 AM
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