Base Class: Barbarian
Cracking, popping and grinding noises can be heard as these shamans whack they way through the battlefield. These warrior shaman had to undergo a rite of passage in which they were brought to the brink of death, so they could get a glimpse of the underworld and take that experience back to the living. They gain knowledge of primeval martial techniques and learn more about mending and breaking bones, but at the cost of the mental effects of such a traumatic experience. Some of them grow extra appendages like horns and tusks, while others are said to be able to animate skeletons. They put a whole new meaning to ' having a thick skull'.
Bonecrushing Rage
Most barbarians are out for blood, but you are here to break some bones. While you are raging, you retain some of your intelligence to place methodical strikes. At the start of each rage you can pick one of the following options:
Dislocater. The first creature you hit with a bludgeoning attack on a round has disadvantage on all attack rolls against you until the start of your next turn. Additionally it has disadvantage on one attack roll or saving throw again one of your allies. This does not work on creatures that don't have joints, like oozes.
Splinterer. If you hit a creature, you can use your bonus action to send bone shards flying. Creatures within 5ft of your target make a saving throw or take 1d4 piercing damage. The save DC is equal to 8 + your strength modifier + your constitution modifier. This does not work on creatures that don't have bones or a solid outer layer.
Basher. You are immune to bludgeoning damage and gain resistance to force damage.
Immunity to bludgeoning would technically mean taking no damage from falling damage. If the player abuses this gimmick, the DM could make part of this damage piercing instead (from sharp rocks for instance) or set up a maximum of damage that is absorbed by his thick skull. Discussing such tweaks together is advised.
Chiropractor
You are extra menacing, because you can name every bone while breaking them. Luckily, you also know how to mend them. You gain proficiency in the Medicine skill and double your proficiency modifier for ability checks using this skill. Additionally you learn how to cast Cure Wounds. Constitution is your spellcasting ability for this and you can cast it an amount of times equal to your constitution modifier, regaining all uses when you finish a long rest. Note that you cannot do this while raging.
Dem Bones
At 6th level, you can puch a skeleton out of someone and animate it.
If you reduce a beast or humanoid to 0 hit points, you can use your reaction to animate it, causing it to stand up immediately with hit points equal to your Constitution modifier. The creature uses the skeleton statistics. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. If you are raging, the skeleton benefits from the same benefits as you do.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Cartilage Appendage
At 10th level you grow an extra appendage out of your cartilage. This appendage is permanent and cannot be changed. Choose one of the following options:
Note that the Horns and Tusks use up your full attack action, so you cannot do your second attack.
Exoskeleton
You gain a +1 to AC when not wearing any armor. You also keep your resistance to bludgeoning, piercing and slashing damage when you are not raging.
Horns
When you move at least 20ft before attacking a target of size Large or smaller, you can us your attack action to hit them with your horns. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d10 + your Strength modifier + your rage bonus (when you are raging) . On a succesful save they take half the damage and are not knocked prone.
Tusks
When you take the attack action, you can bite a creature within 5 ft of you. That creature must succeed on a Constitution saving throw (DC 8 + your Constitution bonus + your proficiency bonus) or they take piercing damage equal to 1d10 + your Strength modifier + your rage bonus (when you are raging) and you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point). On a successful save they take half the damage and you gain no hitpoints.
World-shattering rage
Your attacks make horrifying noises, sending shivers down peoples spines. When you enter a rage after 14th level, you choose one additional benefit from the list below:
Tooth fairy. When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. Additionally, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Grow a Spine. You are immune to being frightened or charmed. When an ally within 30ft of you has to make a saving throw against being charmed or frightened, you can use you reaction to have them automatically succeed.
Through Bone and Marrow. When you hit a creature, you can use your reaction to frighten another creature within 30ft of you. They make a wisdom saving throw against a DC of 8 + your Constitution modifier + your Intimidation skill modifier. On a fail they are overcome by a paralyzing fear for 1 minute, being frightened of you and having their speed reduced to 0. At the end of each turn of their turns they can attempt the save again.
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