Barbarian
Base Class: Barbarian

While all barbarians dominate their opponents through the shear force of their concentrated anger, there are some who exploit a force of will and power beyond their own. These barbarians have a curse upon them, a stain from a foreign power residing on the body, soul, or mind. For those individuals forced to tread the Path of the Accursed, survival means learning to harness the corruption residing inside to serve their own needs. Though a monstrous sight to behold on the field of battle, these barbarians wield such contaminants to serve their own desires, be they selfish or noble. 

These afflictions can originate from innumerable nefarious sources: the machinations of a coven of hags, the product of a cult's bizarre, bloody rituals, an ancient virus that had lied dormant until a crypt was unknowingly disturbed, or the touch of a shadowy, otherworldly consciousness beyond our understanding.  Regardless of its origins,  a mysterious taint flows through their blood, and shapes the barbarian's physical form in shocking ways, resulting in a terrifying transformation.

Accursed Augmentations

Starting when you choose this path at 3rd level, your curse physically transforms your body when you rage. This transformation occurs when you activate your rage and lasts for the duration of your rage. 

At 3rd level, choose 1 Accursed Augmentation from the available options. You gain 1 additional Accursed Augmentation at 6th level  and another at 14th level. Each time you acquire a new augmentation, you may replace one augmentation you currently possess with a new one.

Spell save DC for any Accursed Augmentations is equal to 8 + your proficiency bonus + your Constitution modifier. 

Caustic Blood

When you rage, the consistency of your blood alters, becoming caustic when spilled from your body. Anytime you take piercing or slashing damage, your blood sprays to the creatures around you. All creatures within 5 feet must succeed on a Dexterity saving throw or take 1d4 acid damage.

This damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.  

Elongated Limbs

Barbarian Level 6 required

When you rage, your limbs stretch elastically to increased and disturbing proportions. For the duration of your rage, the range of all melee attacks is doubled. 

Grasping Appendages

Barbarian Level 6 required

When you rage, long, reaching appendages burst from your body. As a bonus action, you can target one creature or object within 30 feet for your appendages to pull 10 feet closer to you. If a creature is unwilling, they must succeed on a Dexterity saving throw to avoid your grasping limb. If an object is secured or being held by a creature, the creature holding the object must succeed on a Strength saving throw in order to maintain control. 

At 14th level, you can use a bonus action to use your grasping appendages against two different targets at once. 

Impact Plating

When you rage, parts of your skin harden into shell plating or carapace. When you take the attack action, you can use one of your attacks to make a Slam attack. (Melee weapon attack,

Slam: + (proficiency modifier + strength modifier) to hit, reach 5 feet, one target. Hit:  (1d6+ Str mod) magical bludgeoning damage. If you move 20 feet in a straight line toward a creature and then hit it with a Slam attack, they must succeed on a Strength saving throw or be knocked backwards 10 feet.

At 6th level, damage from Slam increases to 2d6+Str mod and if a target fails it Strength saving throw, it is knocked back 10 feet and knocked prone. At 10th level, your plating also grants resistance to Thunder damage. At 14th level, damage from Slam increases to 3d6+Str mod. 

Irradiating Beacon

Barbarian Level 14 required

When you rage, a sickly, glowing beacon unveils itself somewhere on your body. When you take the Attack option, you can replace one of your attacks with your Irradiating Beacon. 

Irradiating Beacon: Your beacon glows hot and emits a nauseating wave of energy in a 25 foot cone. Each creature in this cone must make a Constitution saving throw, taking 5d10 radiant damage and becoming Blinded on a failed saving throw, or taking half as much damage and not being Blinded on a success. At the end of each of its turns, a Blinded creature can repeat this Constitution saving throw to recover from the Blinded condition.

Irradiating Beacon cannot be used again until you complete a short or long rest. 

Jagged Hide

When you rage, spikes erupt from your skin, skewering enemies as you embrace them. Any rolls made by a creature to avoid your grapple or escape your grapple are made at disadvantage as they are impaled onto your body. Creatures that begin their turn grappled by you take 1d4 magical piercing damage. 

Damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.

Mucous Sacs

Barbarian Level 14 required

When you rage, foul sacs of dangerous, gelatinous mucous form on your body. When you take the Attack option, you can replace one of your attacks with a Mucous Spit. 

Mucous Spit: You spit mucous in a 30 foot long, 5 foot wide line. Each creature in that line must make a Dexterity saving throw, taking 4d8 acid damage and becoming Restrained on a failed saving throw, or taking half as much damage and not being Restrained on a success. As an action, a Restrained creature can make a Strength (Athletics) Check against your Spell Save DC to burst free from the mucous. The mucous remains on the field for the duration of your rage, and acts as difficult terrain. Any creature that ends its turn in the mucous or Restrained by the mucous takes 2d8 acid damage.

Mucous Spit cannot be used again until you complete a short or long rest. 

Scaling Spikes

Barbarian Level 6 required

When you rage, appendages tear forth from your body. These pointed spikes work in tandem, piercing into the environment to allow you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Sinister Stinger

Barbarian Level 14 required

When you rage, you gain a 10 foot long extendable stinger. This stinger can pierce through to hit more than one target in a straight line. The stinger drips with nefarious purpose and can debilitate your targets. With this augmentation, when taking the Attack option, you can replace one attack action per turn with a Sting attack detailed below. 

Sting: +(Proficiency Modifier + Strength Modifier) to hit, reach 10 feet, can hit multiple targets in a straight line up to 10 feet.  Make 1 attack roll that is used against each targets Armor Class.  Hit: (2d6+ Strength modifier) magical piercing damage. If hit, target must make a Constitution saving throw or take 2d8 poison damage and becoming Poisoned. On a successful save, the poison damage is halved and the target is not Poisoned. A Poisoned target can repeat the saving throw at the end of each of its turns. 

Additional Augmentations

At 6th level, you gain a second Accursed Augmentation when you rage. Choose a second option from the list of Augmentations. You can also replace one known Augmentation at this time. 

Share the Affliction

Beginning at 10th level, when you damage a creature with one of your Accursed Augmentations, you can use a Bonus Action to curse that creature, infusing a small portion of the tainted essence inside of you into your target. This curse is maintained until your rage ends. While a creature is affected by Share the Affliction, it takes 1d8 necrotic damage at the beginning of each of its turns. If a creatures Hit Points reach zero while affected by Share the Affliction, an explosive wave of energy spills forth from the creature, damaging all creatures of your choice within 5 feet of it for 1d6 necrotic damage. 

Share the Affliction cannot be used again until you complete a short or long rest. 

Accursed Evolution

At 14th level, you gain a third Accursed Augmentation when you rage. Choose a third option from the list of Augmentations. You can also replace one known Augmentation at this time. 

Improved Virulence

Any creature who take damage from the death burst of a creature who has hit 0 hit points while under the effects of Share the Affliction, must succeed on a Constitution Saving Throw or become afflicted with the Share the Affliction curse as well.

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