Barbarian
Base Class: Barbarian

Not all barbarians chose the path of power, some are forced. The abomination has been cursed with poisoned blood by dark rituals. In the heat of battle these barbarians transform into powerful horrors that tear apart their enemies like wild animals. Unable to control their hideous rage, these monsters are often exiled from civilization.

Monstrous Rage

At level 3 your rage is fueled by chemical alteration, and when you rage you gain the following traits:

Your size category goes up by 1

You grow a set of horns

You gain the ability to make a charge attack: When you are at least 15 feet away from an enemy, you can choose to move towards them as part of your attack action and attack (Your strength ability modifier + proficiency) with your horns, doing 1d6 (+ Strength Modifier) bludgeoning damage.

Toxic Strikes

Starting at level 3, every consecutive attack against an enemy gains a +1 to attack and damage. If you fail to damage an enemy each round, this modifier is lost.

Arcane Blood

At level 6 you gain advantage on all Constitution saves, and while enraged gain resistance to acid and poisons.

Acid Spew

Beginning at level 10, once per day you can spew a cone of acid up to 15 feet in front of you. When you do so, all creatures within range must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take 4d8 acid damage, taking half damage on a success.

You can't use this ability again until you take a long rest.

Horrifying Presence

Beginning at 14th level, when you rage, any creature within 30ft that can see you takes 1d6 psychic damage and makes a Wisdom save (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save they are feared for 1d4+1 rounds, re-rolling the save at the end of their turn.

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