Barbarian
Base Class: Barbarian

During a great war, nobles prayed to many gods for aid, but only one responded. But be it for better or worse, this was a rather chaotic god, and offered terrible power to the people and forces of the nobles to defend themselves.

The minds and actions of a Path of the Enkidu Barbarian are dangerous: raw and unshielded. The power and aggression they used to solve their problems has bled into subjectivity, making them lose themselves in a storm of violence, constantly pushing themselves to greater and greater acts of destruction. This strength is incredibly hard for most to handle – the fatality rate as a result of returning from a rampage was extremely high, and the survivors required extensive conditioning, surgery, and a cocktail of tonics to continue.

As a result of the countless casualties, those unable or unwilling to live without their newfound power were exiled, deemed too dangerous to house within city walls. The nobles eventually covered up the grievous acts of this great war over a number of generations, but the Path of the Enkidu has lived on as folklore, now a cautionary tale of the risk one assumes when dealing with the divine.

Level 3: Primal Fury

When you end your turn while in Rage, you rear up, extend your Calamity Claws (see below), and enter a state of Primal Fury with the following effects:

All Fours. Your walking speed cannot be less than 40 feet unless it is 0. If your walking speed was less than 40 feet when you enter Rage, it becomes 40 feet.

Immobilizing Lash. On hit, creatures struck by your Calamity Claws become Restrained until the end of your next turn.

Razor Wire. As a special reaction, you must use your Calamity Claws to attack any creature (hostile or allied) that enters, exits or moves more than 5 feet within range of your Calamity Claws. This special reaction can be used once a turn, any number of times a round, and doesn't count against the number of reactions you can use, so you can take other reactions normally.

Primal Fury ends at the start of the your turn, or if your Rage ends.

Level 3: Calamity Claws

These intimidating talons are long, whiplike steel lashes that you can extend or retract. They can only be used while in Rage.

Calamity Claws count at natural melee weapons that you are proficient with and are affected by martial arts. These weapons count as magical for the purposes of overcoming Resistance and Immunity.

Your Calamity Claws have 15 feet of reach and do 2d6 slashing damage on a hit, with both the melee range and damage die increasing when you reach levels 5 (20 feet + 2d8), 11 (25 feet + 2d10), and 17 (30 feet + 2d12).

Level 6: Inescapable Turmoil

You deal double damage to Restrained targets.

Additionally, you always know if creatures you can see, hear, or smell are at or under half their maximum Hit Points, but not the exact number.

Bifurcate

While in Rage, you engage your monstrous strength and target a creature within 5 feet if you, as you attempt to tear them in half with your claws. If the target doesn't have Immunity to Slashing damage and has a number of health less than or equal to twice your character level, they are immediately destroyed, the action cost of this ability is refunded, and you immediately take the Dash action for free without using an action. If this action fails to destroy the target, the target instead takes 1 Slashing damage.

At the end of your Rage, you regain one charge of Bifurcate if you did not use it to destroy any creatures.

Bifurcate has a single charge which resets upon a long rest.

Level 10: Merciless Counter

Whenever a creature deals damage to you, you can take a Reaction to either move up to half your walking speed to run or jump in any direction, or to apply the Restrained to the source of the damage until the end of your next turn.

Additionally, while your Rage is active, you have Advantage on Dexterity saving throws.

Level 14: Fight For Control

Your body forces you to commit heinous acts, but your bonds steer your destruction in a better direction. When you are forced to attack an allied creature as a result of Primal Fury, you may first roll 1d6 in attempts to avoid attacking them.

1d6 Fight For Control
1 You attack the allied creature anyway.
2 You hesitate before you strike, and the allied creature only takes half the damage.
3 Your hand stalls completely, giving your attack against the allied creature Disadvantage, and the allied creature only takes half the damage.
4 You make no attacks against the allied creature.
5 You swing towards the allied creature, but your attack redirects to target either a different Restrained creature within your Calamity Claws range or nothing at all.
6 Your claws swing wildly all around you, but with unnatural precision. You may make one attack against anything you choose to within your Calamity Claws range.


Additionally, you may use your Calamity Claws while not in Rage. Hitting a creature with them on your turn allows you to immediately use Bifurcate if it still has a charge remaining, even if you are not within 5 feet of the creature.

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