Barbarian
Base Class: Barbarian

Level 3: Overdrive Heart

Your body houses a volatile, internal furnace that you can stoke to explosive levels, granting immense power at a terrible risk.

Heat Reservoir When you enter a Rage, your internal furnace ignites, filling a pool of Heat. Your maximum Heat equals your Constitution modifier multiplied by your proficiency bonus (minimum of 1).

You can expend Heat to fuel your Catastrophic abilities. This Heat dissipates entirely when your Rage ends. Because this internal fire sustains your adrenaline, if your Heat Reservoir is ever reduced to exactly 0, your Rage ends immediately.

While raging, you can expend Heat to unleash the following effects:

  • Catastrophic Heat: As a bonus action, you can expend 2 Heat to engulf yourself in an aura of flames for the remainder of your Rage. While engulfed, you are immune to fire and cold damage. Additionally, whenever you hit a target with a melee weapon attack, you deal extra fire damage equal to the physical damage dealt by the attack.

  • Catastrophic Rage: As a bonus action, you can expend 2 Heat to push your Rage into a higher, devastating gear. For the remainder of your Rage, whenever you hit a creature with a melee weapon attack, you can force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is knocked prone. On a successful save, you instead gain temporary hit points equal to half the damage dealt to the target (rounded down).

  • Catastrophic Outburst: As an action, you can vent your internal furnace completely, instantly consuming all remaining Heat in your reservoir. Each creature within a 60-foot radius of you takes 1d4 fire damage for every point of Heat consumed this way, up to a maximum number of dice equal to your Barbarian level. Enemy creatures in the radius must also make a Wisdom saving throw against your Constitution DC. On a failed save, they are Taunted until the end of their next turn, suffering disadvantage on any attack rolls or actions that target anyone other than you. Using this ability reduces your Heat to 0, which immediately ends your Rage.

Level 6: Cataclysmic Smite

You can channel the terrifying, volatile energy of your Heart into a single, devastating blow that radiates pure dread and melts through all defenses.

As an action, you can expend 10 Heat to make one special melee weapon attack. You gain a +10 bonus to the attack roll, and if you hit, you gain a +10 bonus to the damage roll.

If the attack hits, the sheer force of the blow shatters the target's defenses, forcing them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).

  • On a failed save: The target's Armor Class is immediately reduced to 0. Additionally, they suffer extreme vulnerability to the next instance of nonmagical damage they take, causing them to take quadruple (4x) the damage instead of double.

  • On a successful save: The target's Armor Class is reduced by half (rounded down). Additionally, they suffer normal vulnerability to the next instance of nonmagical damage they take, causing them to take double (2x) the damage.

Shattered Defense: In either case, the reduction to their Armor Class and the damage vulnerability are temporary. Both effects end immediately after the target takes damage from any source.

Level 10: Evolutionary Furnace

Your body adapts to contain the immense power of your Doomsday Heart, granting you profound durability. Choose one of the following features:

  • Unbreakable Husk: Your hit point maximum increases by an amount equal to your barbarian level multiplied by 15. Whenever you gain a barbarian level thereafter, your hit point maximum increases by an additional 15 hit points. Additionally, you gain proficiency in Constitution saving throws. Because you already gain this proficiency from the barbarian base class, your proficiency bonus is instead doubled for any Constitution saving throw you make.

  • Overwhelming Vitality: You gain a secondary pool of raw power represented by Overwhelm Charges. You have a number of charges equal to your proficiency bonus, and you regain all expended charges when you finish a long rest. As a bonus action, you can expend 1 Overwhelm charge to invoke one of the following effects:

    • Vital Surge: You instantly regain 3d12 hit points.

    • Neverending Cataclysm: You instantly regain all expended Heat in your Heat Reservoir. Additionally, when you take the Attack action this turn, you can make one additional weapon attack as part of that action.

Level 14: Doomsday Protocol

Your internal furnace reaches a state of perpetual, self-sustaining critical mass. You gain the following two abilities:

  • Relentless Cataclysm: While raging, whenever you reduce a hostile creature to 0 hit points, your furnace surges. You instantly regain 10 Heat, and you immediately take an additional turn. Any ongoing conditions or effects tied to you that last until the "end of your next turn" tick down and expire at the end of this extra turn. You can only gain one additional turn in this way per round.

  • Core Meltdown: Once you activate Relentless Cataclysm, a catastrophic failsafe arms itself within your heart for the remainder of the encounter. If you are reduced to 0 hit points, you can use your reaction to expend exactly 50 Heat to categorically deny your death. When you do so, you instantly regain all of your hit points, and you gain temporary hit points equal to your hit point maximum. However, this massive exertion overloads your system: your Rage ends immediately, you are stunned until the end of your next turn, and you cannot enter a Rage again until this stunned condition ends.

Level 3: Overdrive Heart

Your body houses a volatile, internal furnace that you can stoke to explosive levels, granting immense power at a terrible risk.

Heat Reservoir When you enter a Rage, your internal furnace ignites, filling a pool of Heat. Your maximum Heat equals your Constitution modifier multiplied by your proficiency bonus (minimum of 1).

You can expend Heat to fuel your Catastrophic abilities. This Heat dissipates entirely when your Rage ends. Because this internal fire sustains your adrenaline, if your Heat Reservoir is ever reduced to exactly 0, your Rage ends immediately.

While raging, you can expend Heat to unleash the following effects:

  • Catastrophic Heat: As a bonus action, you can expend 2 Heat to engulf yourself in an aura of flames for the remainder of your Rage. While engulfed, you are immune to fire and cold damage. Additionally, whenever you hit a target with a melee weapon attack, you deal extra fire damage equal to the physical damage dealt by the attack.

  • Catastrophic Rage: As a bonus action, you can expend 2 Heat to push your Rage into a higher, devastating gear. For the remainder of your Rage, whenever you hit a creature with a melee weapon attack, you can force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is knocked prone. On a successful save, you instead gain temporary hit points equal to half the damage dealt to the target (rounded down).

  • Catastrophic Outburst: As an action, you can vent your internal furnace completely, instantly consuming all remaining Heat in your reservoir. Each creature within a 60-foot radius of you takes 1d4 fire damage for every point of Heat consumed this way, up to a maximum number of dice equal to your Barbarian level. Enemy creatures in the radius must also make a Wisdom saving throw against your Constitution DC. On a failed save, they are Taunted until the end of their next turn, suffering disadvantage on any attack rolls or actions that target anyone other than you. Using this ability reduces your Heat to 0, which immediately ends your Rage.

Level 6: Cataclysmic Smite

You can channel the terrifying, volatile energy of your Heart into a single, devastating blow that radiates pure dread and melts through all defenses.

As an action, you can expend 10 Heat Reservoir to make one special melee weapon attack. You gain a +10 bonus to the attack roll, and if you hit, you gain a +10 bonus to the damage roll.

If the attack hits, the sheer force of the blow shatters the target's defenses, forcing them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).

  • On a failed save: The target's Armor Class is immediately reduced to 0. Additionally, they suffer extreme vulnerability to the next instance of nonmagical damage they take, causing them to take quadruple (4x) the damage instead of double.

  • On a successful save: The target's Armor Class is reduced by half (rounded down). Additionally, they suffer normal vulnerability to the next instance of nonmagical damage they take, causing them to take double (2x) the damage.

Shattered Defense: In either case, the reduction to their Armor Class and the damage vulnerability are temporary. Both effects end immediately after the target takes damage from any source.

 

Level 10: Evolutionary Furnace

Your body adapts to contain the immense power of your Doomsday Heart, granting you profound durability. Choose one of the following features:

  • Unbreakable Husk: Your hit point maximum increases by an amount equal to your barbarian level multiplied by 15. Whenever you gain a barbarian level thereafter, your hit point maximum increases by an additional 15 hit points. Additionally, you gain proficiency in Constitution saving throws. Because you already gain this proficiency from the barbarian base class, your proficiency bonus is instead doubled for any Constitution saving throw you make.

  • Overwhelming Vitality: You gain a secondary pool of raw power represented by Overwhelm Charges. You have a number of charges equal to your proficiency bonus, and you regain all expended charges when you finish a long rest. As a bonus action, you can expend 1 Overwhelm charge to invoke one of the following effects:

    • Vital Surge: You instantly regain 3d12 hit points.

    • Neverending Cataclysm: You instantly regain all expended Heat in your Heat Reservoir. Additionally, when you take the Attack action this turn, you can make one additional weapon attack as part of that action.

Overwhelming Vitality

You gain a secondary resource called Overwhelm Charges. You have a number of charges equal to your Proficiency Bonus x your Constitution modifier (minimum of 1). You regain all expended Overwhelm charges when you finish a long rest.
As a bonus action, you can spend 5 Overwhelm charges to invoke one of the following effects:

  • Vital Surge: You regain 5d12 hit points.

  • Destructive Pulse: You channel heat into your muscles. Until the start of your next turn, your weapon attacks have advantage on their damage rolls.

Unbreakable Husk

Your Hit Point maximum increases by an amount equal to your Barbarian level * 10. Additionally, your Armor Class increases by 4 while you are not wearing heavy armor. You gain proficiency in Constitution saving throws. If you are already proficient, you instead gain expertise, adding double your proficiency bonus to Constitution saving throws.

Level 14: Doomsday Protocol

Your internal furnace reaches a state of perpetual, self-sustaining critical mass. You gain the following two abilities:

  • Relentless Cataclysm: While raging, whenever you reduce a hostile creature to 0 hit points, your furnace surges. You instantly regain 10 Heat, and you immediately take an additional turn. Any ongoing conditions or effects tied to you that last until the "end of your next turn" tick down and expire at the end of this extra turn. You can only gain one additional turn in this way per round.

  • Core Meltdown: Once you activate Relentless Cataclysm, a catastrophic failsafe arms itself within your heart for the remainder of the encounter. If you are reduced to 0 hit points, you can use your reaction to expend exactly 50 Heat to categorically deny your death. When you do so, you instantly regain all of your hit points, and you gain temporary hit points equal to your hit point maximum. However, this massive exertion overloads your system: your Rage ends immediately, you are stunned until the end of your next turn, and you cannot enter a Rage again until this stunned condition ends.

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