Base Class: Barbarian
Accustomed to the harsh existence in Acheron, these barbarians adapted to become incredibly tough warriors, capable of living off of the cubes themselves. In fact, they are so in touch with the strange nature of Acheron that their rage transforms them into a reflection of the plane itself.
Metallic Transformation
Starting when you adopt this path at 3rd level, your rage takes on supernatural properties that morphs your body and changes your very nature. When you rage, you also change into a metallic form. This form lasts until your rage ends.
While transformed, you gain the following benefits and detriments:
You can roll a d10 in place of the normal damage of your unarmed strikes. This increases to a d12 when you reach 14th level.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Your Unarmored Defense feature grants you an Armor Class equal to 10 + your Strength modifier + your Constitution modifier while not wearing armor and not wielding a shield.
You count as wearing a suit of medium metal armor for the purposes of spells like heat metal and shocking grasp, and effects like a rust monster's Antennae or a black pudding's Pseudopod. If your AC is reduced to 10 by such an effect, your rage ends and you can't rage again for 1 minute
Magic Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Powerful Limbs
Also starting at 6th level, your transformed limbs strengthen. You gain the following benefits while transformed
Heavy Handed. You deal double damage to objects and structures with your unarmed strikes
Strong Legs. Both your long and high jumps cover a number of feet equal to 5 + your Strength score, with or without a running start.
Compound Alloy
Starting at 10th level, your metallic form becomes infused with magical alloys. When you transform using your Metallic Transformation feature, you count as wearing a suit of magical medium metal armor, making you immune to armor-reducing effects. In addition, you can select one of the alloy options below when you transform to gain an additional benefit that lasts for the duration of the transformation.
Adamantine When you are critically hit, it instead becomes a normal hit
Black Iron You no longer count as wearing a suit of medium metal armor for the purpose of spells like heat metal and shocking grasp
Everbright You shed bright light in a 30-foot radius and dim light for an additional 30 feet, you are immune to the blinded condition, and your metallic skin repels dirt.
Mithral Your weight is halved, and you make Dexterity (Acrobatics) and Dexterity (Stealth) checks with advantage.
Adamantine
When you are critically hit, it instead becomes a normal hit
Black Iron
You no longer count as wearing a suit of medium metal armor for the purpose of spells like heat metal and shocking grasp
Everbright
You shed bright light in a 30-foot radius and dim light for an additional 30 feet, you are immune to the blinded condition, and your metallic skin repels dirt.
Mithral
Your weight is halved, and you make Dexterity (Acrobatics) and Dexterity (Stealth) checks with advantage.
Heavy Metal
Beginning at 14th level, your body transforms further when you use your Metallic Transformation. You gain the following benefits while transformed.
You are immune to spells and effects that would transform or alter your form
You gain tremorsense with a radius of 10 feet.
Colossus
Also at 14th level when you use your Metallic Transformation, you become Large in size and you can no longer become paralyzed, petrified, or stunned. In addition, your movement can't be reduced by nonmagical means.
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