Base Class: Barbarian
The greatest monsters are made, not born.
You are a being created by the efforts and ingenuity of other creatures. Perhaps a mad alchemist used pieces of your body to create life, an advanced race of beings performed arcane experiments on you, you died and were resurrected and enhanced by a necromancer, or you have discovered that you are a facsimile of humanoid life created by eldritch beings. Regardless, your body has been formed and altered by artificial means, and though the spark of life resides within you; magic, alchemic, and anomalous processes have extended your abilities far beyond those of most life forms.
Inorganic Anatomy
Starting when you choose this path at 3rd level, extensive augmentations to your body allow you to exceed your mortal limitations.
- Your body ceases to age.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
- You are resistant to cold, and lighting damage.
- You are resistant to poison damage and you have advantage on saving throws against the poisoned condition.
- If you are already resistant to poison damage, you become immune to poison damage and the poisoned condition.
Augmentations
Your abilities have been enhanced through augmentations. Starting at 3rd level, you choose one augmentation.
If any of these augmentations requires a saving throw, your augmentation save DC is equal to 8 + your proficiency bonus + Constitution modifier. When you reach level 6 in this class, you can push your augmentations to temporarily exceeded their limitations. Some features of your augmentations require you to expend charges, your body stores an amount of charges equal to your proficiency bonus, this number increases as your proficiency bonus increase, and you can spend one charge at a time. You cannot use any abilities that consume charges before you reach level 6 in the class. Abilities that consume charges may use your charge die, your charge die is a d6, it becomes a d8 at level 10, a d10 at level 14, and a d12 at level 17. You regain all spent charges at the end of a long rest.
- Extending Arm. One of your arms houses a retractable coil that you can use to extend your grasp. You can use this arm as a melee weapon: you are proficient with it, and you add your Strength or Dexterity modifier to your attack and damage rolls with it. On hit the arm deals 1d10 bludgeoning damage. Once per turn, you can extend your arm up to 30-feet and attempt to latch onto a target.
- When you hit a creature which is your size or larger or an object which can support your weight with a melee weapon attack using your extending arm, you can use a bonus action to retract the arm and reposition your self. When you do so, you can reposition yourself to a space that has a clear path to the target and is the same distance from the target that you were when you hit it with your arm (For example: if you are a medium sized creature and you hit an orc with your extending arm from 20-feet away, you can use a bonus action to reposition yourself to another point within 20-feet of the orc). You cannot use this ability on creatures that are immune to the grappled condition.
- If you hit a creature that is one size larger than you or smaller or an object that you can push, you can use your bonus action to pull the target towards you. If the target is a creature, it must make roll an athletics or acrobatics check contested by your athletics check or be pulled up to 30-feet towards you; this ability has no effect against creatures that are immune to the grappled condition. If the target is an object, you can choose to pull it up to 30-feet towards yourself. At your DM's discretion, an object might require an athletics check to pull (if it would be difficult for you to move) or it might require no check to pull, (if you could easily move it).
- If you target a stationary object within reach of your extending arm, you can use a bonus action to pull or swing off of the object, as described above, without hitting the object with an attack roll.
- Combustion Core. Your Heart has been replaced with an alchemic combustion engine and your body has been modified to withstand and channel its heat. You become resistant to fire damage. As an action, you can use your core to shed bright light within a 10-ffot radius of yourself and dim light for an additional 10-feet; you can cease shedding light whenever you want, no action required. You can also use an action to channel heat from your core to light a candle, a torch, a small campfire, or a flammable object that you can touch and is not being worn or carried by a creature other than yourself.
- Starting at level 6, You learn how to explosively release the energy stored in your core. As an action, you can expend one charge to make a special attack: all creatures within a 30-foot cone, originating from you, must make a dexterity saving throw. A creature that fails the save takes fire damage equal to 6 rolls of your charge die or half as much damage on a successful save. Any objects within the cone that are not being worn or carried take the full damage of this effect and are ignited.
- Internal Generator. Your body has been modified to generate inhuman levels of bio-electricity. As an action, you can use your generator to shed bright light within a 10-foot radius of yourself and dim light for an additional 10-feet; you can cease shedding light whenever you want, no action required. You can also use an action to generate small arcs of electricity to light a candle, a torch, a small campfire, or a flammable object that you can touch and is not being worn or carried by a creature other than yourself. When you use reckless attack, melee attacks that you make with unarmed strikes, natural weapons, or metal weapons deal additional lightning damage equal to 1 roll of your charge die.
- Starting at level 6, When you hit a target with a melee weapon attack using an unarmed strike, natural weapon, or a weapon made of metal, you can expend one charge to deal additional lighting damage to the target. The damage is equal to 2 rolls of your charge die, and you can deal this damage once per turn.
- Enhanced Eyes. Your eyes have been replaced with an array of arcane lenses. You have dark vision out to an indefinite range, you have advantage on Perception and Investigation checks that rely on sight, and you can take the search action as a bonus action.
- Starting at level 6, you can use an action and spend one charge to activate special filaments behind your enhanced eyes, giving you truesight within 30-feet of you until the start of your next turn.
- Toxic Fluids. Many of the fluids within in your body and their biproducts are toxic. You are resistant to acid damage. You can use an action to excrete caustic fluids on creatures or objects within your reach. If the target is a creature, the creature must make a Dexterity saving throw or take acid damage equal to 3 rolls of your charge die. If the target is an object that is not being worn or carried by a creature other than you, it takes acid damage equal to 8 rolls of your charge die.
- Starting at level 6, You gain the ability vaporize and expel large quantities caustic fluids. As an action, you can expend one charge to make a special attack: You vent a volatile mist which occupies a 20-foot cube originating from you. The mist spreads around corners and lasts until the end of your next turn or until it is dispersed by a strong wind. The mist's area is heavily obscured. When a creature enters the mist for the first time on a turn or starts its turn there, it must make a Constitution saving throw; a creature that fails its saving throw takes acid damage equal to 3 rolls of your charge die and is poisoned until the start of its next turn, and a creature that succeeds takes half as much damage and suffers no other ill effects. Any objects within the area that are not being worn or carried take the full damage.
- Endothermic System. Your body utilizes complex alchemic reactions to regulate your temperature. As an action, you can lower your body temperature to extreme levels and snuff out a non magical flame that can fit in your hand and that you can touch, or you can freeze up to a 5-foot cube of unoccupied liquid that you can touch. Your body is so cold that when a creature grapples you, is grappled by you, or starts its turn grappling you or being grappled by you, it takes cold damage equal to 1 roll of your charge die.
- Starting at level 6, Your cooling system becomes so efficient that you can sap heat from your environment. When you rage, or as a bonus action while you are raging, you can become so cold that you drain heat from your immediate area. Each creature within 10 feet of you takes cold damage equal to 2 rolls of your charge die, and each creature must also make a Constitution saving throw or, until the end of your next turn, their speed is halved, they cannot take reactions, and they take a −2 penalty to AC and Dexterity saving throws. This effect extinguishes magical and mundane flames and freezes unoccupied liquids within 10-feet of you. The absorbed heat bolsters your body, and you gain a number of temporary hit points equal to 2 rolls of your charge die + your Constitution modifier.
- Integrated Equipment. Your body has been outfitted with mechanical parts. You gain a number of mechanical enhancements equal to your proficiency bonus, this number increases whenever your proficiency increases, and you can change your enhancements whenever you level up. Each enhancement can be either a tool or a weapon; you choose the form of each enhancement and which limb it is installed in, and you can only use that enhancement if that limb is free. If you choose a tool, you become proficient with it, and you double your proficiency bonus for any ability checks you make with it. If you choose a weapon, you become proficient in it, it deals 1d10 bludgeoning, piercing, or slashing damage (you choose when you take this ability), and you can choose whether you add you Strength or Dexterity modifiers for the weapon's rolls and damage. The tool(s) and/or weapon(s) you gain from this class feature can be concealed within your body, they are not visible while concealed, and they can be drawn or concealed as part of the same action in which they are used.
- Enhanced Musculature. Most or all of your muscles have been replaced with powerful fibers. Your jump distance is doubled, and you count as if you were a size larger for the purpose of determining your carrying capacity.
- Starting at level 6, You learn to push the limits of your muscles in short bursts. You can expend one charge and use a bonus action to dash and make a weapon attack.
Construct Inteligence
Starting at 6th level, you have been programmed or conditioned to perform certain tasks. You can gain proficiency in one skill or you can learn two languages.
Additionally, you gain one additional augmentation (for a total of two).
Immutable Form
Beginning at 10th level, The alchemic substances that stabilize your body make you immune to any spell or effect that would alter your form, unless you willingly allow your form to be altered.
Modular Body
Starting at 14th level, your mechanical and organic parts can be replaced. You can switch your augmentations whenever you level up, and you can replace body parts if you lose them. when you lose a body part, a character can make an arcana check or a skill check using alchemist's supplies against your augmentation DC. If the check is successful, the character can spend 1000 gp to replace the lost body part at the end of a long rest. One body part is defined as one of your arms and legs or one of the organs within your torso. All of your body parts other than your head can be replaced. This effect can also revive you if you die as a result of death saving throws or as a result of damage that does not kill you outright; if you are revived in this way you awaken with 1 hit point.
Additionally, you gain one additional augmentation (for a total of three).
Previous Versions
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