Base Class: Barbarian
Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails that surge in their bodies through syringes and tubes of copper, steel, and glass. These formulas enhance their ability to channel primal might, or perhaps—because of their rage—they are the only people who can survive the chemicals flooding their veins. A Barbarian may have created the implants and serums through their own experimentation, or they could have been subjected to the insidious work of others. Whatever the origin, it could have been well-intentioned and made to enhance or preserve the Barbarian’s life, or it might have been an unhinged alchemical exploration.
Level 3: Alchemical Experiments
You gain a set of Alchemist’s Supplies, and you have
proficiency with it. Additionally, you can use Alchemist’s
Supplies instead of an Herbalism Kit to craft Potions
of Healing.
Level 3: Volatile Serum
You have an implanted series of syringes and reservoirs
that hold alchemical serums and deploy them into your
body. When you enter your Rage, choose one of your
serums to inject and gain its benefits.
Ferocity. This serum throws you into an energized
frenzy. You ignore Difficult Terrain, and when you
hit with a Melee weapon or Unarmed Strike, you can
activate the Cleave mastery property in addition to a
different mastery property you're using.
Monstrosity. The serum expands your body to
monstrous proportions and can change your appearance
in cosmetic ways, such as by altering facial features, skin
tone, and hair length or color. Your reach increases by
5 feet, and once per turn when you miss with an attack
roll that relies on Strength, you can add your Rage
Damage bonus to the total, potentially causing the attack
to hit. If you are smaller than Large, you become Large,
along with anything you are wearing or carrying. If there
isn’t enough room to accommodate the size change, your
size doesn't change.
Reconstruction. The serum dulls pain and forces
wounds to rapidly knit. Upon activation and at the
start of each of your turns, you can expend and roll a
Hit Point Die. You regain a number of Hit Points equal
to the number rolled plus your Constitution modifier
(minimum of 1 Hit Point). You gain any excess beyond
your Hit Point maximum as Temporary Hit Points.
If you take Acid or Fire damage, this serum doesn't
function at the start of your next turn.
Level 6: Augmentation Compounds
Through continued experimentation or your natural
adaptation to your implants, you can now activate one
of the compound options below, in addition to a serum,
when you enter your Rage or change your chosen
serum. The chosen compound lasts for the duration of
your Rage, or until you choose a new compound.
Stimulated Senses. You gain Blindsight out to a
range of 30 feet. If you already have Blindsight, its range
increases by 30 feet.
Maddening Fumes. Your skin emits aggression-
spiking fumes in a 30-foot Emanation. While in the Emanation, an enemy's Speed is halved, and if it starts
its turn there it must succeed on a Wisdom saving
throw (DC 8 plus your Constitution modifier and
Proficiency Bonus) or have Disadvantage on attack
rolls against targets other than you until the start of its
next turn.
Corrosive Expulsion. When you take the Attack
action on your turn, you can replace one of your
attacks with a spray of caustic chemicals from your
implants in a 15-foot Cone, or a 30-foot Line that
is 5 feet wide (choose the shape each time). Each
creature in that area must make a Dexterity saving
throw (DC 8 plus your Constitution modifier and
Proficiency Bonus). Roll a number of d8s equal to your
Rage Damage bonus. On a failed save, a target takes
Acid damage equal to the total rolled, or half as much
damage on a successful one.
Level 10: Reactive Catalyst
Your implants are now sensitive to your response to danger
and flood you with stimulating chemicals. When you
take damage, or when you gain the Blinded, Deafened,
Poisoned, or Stunned condition, you can take a Reaction
to enter your Rage before the damage or conditions are
applied. When you enter your Rage, you end any of those
conditions on yourself, including any triggering conditions.
Additionally, while your Rage is active, you have
Advantage on Constitution saving throws.
Level 14: Biochemical Admixture
Your body focuses and combines the strength of your
serums. When you activate an option of your Volatile
Serum, you activate two options instead of one.
Additionally, when a creature within 5 feet of you
damages you with a melee attack while your Rage is
active, the creature takes 1d12 Acid damage. A creature
can take this damage only once per turn.
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