Base Class: Barbarian
A howl sounds out above the clang of swords and screams of battle, piercing through the blood-soaked fields of Skye, The cry is that of the battle worn worshipers of Kromac warriors of the Old Gods. A sudden stillness strikes the skirmish as the combatants look toward the source of the echoing wail. There stands a woman clad in thick animal furs, her face smeared in the blood of her enemies. She bellows "Kromac hungers!" as she grabs her nearest foe by the throat with her bare hands, lifting them off the ground effortlessly before tearing into their flesh.
The so called great nations of the continent claim every scrap of land as theirs. Yet, many places in the world remain wild and untamed, and the people who live there refuse to relinquish their freedom to any lord, nation, or creed. They must fight to protect their way of life from the political strife that plagues the nations. In places such as the cold northern tundra if Netherwind, or the mystical Isles of Skye, as far south as the Jungles of Terene, and to the fiery peaks of the Drakcclaw Mountains dwell fierce warriors who rise up time and time again to fend off the intrusion of civilization.
These barbarians are bold and courageous warriors. They tend to lean towards more traditional combat tactics and rely on strength and cunning over plate mail and tactics. Many notable warlords have been referred to as barbarians, some famous and courageous, others infamous and terrible. Kristoff Karn, the invader of the Eastern Vales, carved a blood path through the free lands of the east in the name of conquest. The Ironhelm Dwarves foster traditions of berserker warriors. The Northfolk of Skye and the Netherwind Reavers are all notable barbarian groups.
Some barbarians hold deep faith and reverence for the ancient Old Gods, and view themselves as defenders of their sacred places, Keeping close ties to druids, they see themselves as warriors of the natural order, attuning to nature, animals, and the wilds. Others only loosely hold these ancient traditions.
Some barbarians care little for the ways of the Old Gods, however, and simply live for battle and adventure. Many fought as mercenaries during the Westemar Civil War or as seafaring pirates of the Middle Sea, or even a handful of bold Caspian warriors who stood to prove their might for their home.
Level 3: Contaminated Fury
Starting when you choose this path at 3rd level, you can channel contaminated fury into your weapon strikes. Once per turn while you are raging, you can deal an extra 1d8 necrotic damage to a target you hit with one of your weapon attacks unarmed strikes. This extra damage increases to 2d8 when you reach 10th level, and to 3d8 when you reach 14th level.
In addition, you can draw contamination into yourself to empower your melee weapon attacks further. When you hit a creature with a melee weapon attack, you can choose to give yourself one or more levels of contamination to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for each level of contamination you choose to gain.
Level 6: Octarine Blood
You gain resistance to necrotic, poison, psychic, and radiant damage, and your hit point maximum can’t be reduced.
Level 10: Consume Corruption
You gain the ability to cast the purge contamination spell. You can do so a number of times per day equal to your proficiency bonus. You do not need material components when casting the spell in this way. You can’t use this ability on yourself.
Level 14: One with the Mists
You can cast gaseous form on yourself. You can do so a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.
Level 14: Breath of the Haze
When you enter your rage, you surround the area around yourself with a manifestation of the Haze filled with madden ing whispers. Mists swirl about you in a 15-foot-radius sphere centered on you, which moves with you. The area within the mists is lightly obscured. Creatures who begin their turn in the mists must make an Intelligence saving throw. The save DC equals 8 + your proficiency bonus + your Constitution modi fier. A creature who fails this saving throw takes 3d8 psychic damage and has its speed halved. Additionally, they cannot take reactions until the start of their next turn. When you manifest the mists, you can designate any number of creatures you can see to be unaffected.
Level 10: Voices In Your Head
Once per day you can cast the contact other plane spell. If you fail the Intelligence saving throw, you can choose to gain one Contamination Level instead of being driven mad.
Level 6: Already a Monster
While you are raging, you ignore the Symptoms of any Contamination Levels you have gained, except for a Monstrous Transformation.
Whenever you would suffer a Mutation from contamination, you can roll twice and choose which Mutation you gain.
Level 3: Inured to Corruption
If a spell, such as purge contamination, has the sole effect of removing Contamination Levels from you, the caster doesn’t need material components to cast the spell on you. In addition, if the spell would normally cause you to gain exhaustion, you don’t gain exhaustion from the spell.
Previous Versions
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