Path of the Fleshwarped

Path of the Fleshwarped

The aberrant creatures that infiltrate reality from distant planes care little for such mundane concepts as bodily integrity. The poor souls they enslave are altered to suit their alien needs, but a few escape. Driven by rage, these fleshwarped warriors seek revenge on their captors, and often the world in general.

Red Right Hand

Starting at 3rd level, you can use an action to manifest or retract a special natural melee weapon called an implant. When you enter a rage, the implant automatically manifests, and while it is manifested you have disadvantage on all Charisma checks that do not use Intimidation.

The implant has the Reach tag, and does not occupy your hands. If you hit a creature with your implant, it causes no damage. Instead, they are knocked prone, shoved 5 feet in a direction of your choice, or grappled. This has no effect on a creature more than one size larger than you.

On your turn, you can use a bonus action to make an attack with your implant.

This Burgeoning Flesh

Also at 3rd level, you develop mutations which lie dormant in your implant. While you are raging, you can manifest one of these mutations at the start of your turn. All mutations retreat back inside your implant when your rage ends.

Your rage can sustain a number of active mutations equal to its damage bonus. If you try to manifest another beyond this limit, it replaces an existing mutation.

You develop three mutations of your choice at 3rd level, and two more at 6th, 10th, and 14th levels. Each time you gain a new mutation, you can also replace one mutation you have already developed with another.

Those Monstrous Scars

At 6th level, your captor’s alterations dig their roots deeper. You gain one of the following benefits, which manifests itself physically as a visible mutation:

  • Aboleth. You can breathe underwater and gain a swimming speed equal to your walking speed.
  • Beholder. You gain darkvision out to 60 feet. If you already have darkvision, you increase its range by 60 feet.
  • Illithid. You can communicate telepathically with any creature you can see within 30 feet, and receive its reply. This method of communication bypasses language.
  • Neogi. You have a climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Tsochar. You can use your action to change your physical appearance. Your basic body shape and size category must remain the same, and none of your statistics change.
  • Silthilar. You gain a flight speed of 5 feet, and hover, but cannot fly more than 5 feet from the ground.

These Abominable Organs

Starting at 10th level, your despicable innards crawl forth to guard damaged flesh. If you suffer damage while raging, you can use a reaction to gain temporary hit points equal to your Constitution modifier, plus twice the number of mutations you currently have manifested.

You gain these temporary hit points after applying the initial damage, and lose them when your rage ends.

That Dreadful Spasm

Beginning at 14th level, you immediately manifest two mutations of your choice when you enter a rage. If you take the Attack action while raging, you can instead make a single attack with your implant against every creature within reach.

Implant Mutations

  • Armoured Appendage. You gain a +2 bonus to your Unarmoured Defense AC.
  • Barbed Tendril. Your implant gains the Finesse tag. It can inflict 1d4 piercing damage instead of its usual effects, but does not add your Ability modifier to its damage.
  • Bone Blade. Your implant can inflict 1d8 slashing damage instead of its usual effects, but does not add your Ability modifier to its damage or stack with Barbed Tendril.
  • Constricting Tentacle. You can use your action to attack a creature you are already grappling with your implant. If you hit, they are restrained until the grapple ends.
  • Delicate Grip. You can use a bonus action to draw a weapon, take the Use an Object action, or otherwise interact with an object within reach of your implant.
  • Extendible Limb. Your implant’s reach increases by 5 feet.
  • Fibrous Lash. If a creature within reach of your implant hits you with an attack, you can use your reaction to attack that creature with your implant.
  • Hauling Claw. Your speed is not halved while dragging a creature you have grappled with your implant.
  • Oily Extrusion. You can use a bonus action to remove the grappled condition from yourself.
  • Probing Feeler. You have blindsight out to 5 feet.
  • Quick Scuttler. Your walking speed increases by 10 feet.
  • Snatching Claw. Your implant can force a creature you hit to drop one object it is holding, instead of its usual effects.
  • Tail Anchor. You cannot be knocked prone, shoved, or otherwise pushed against your will.
  • Venomous Stinger. Your implant can sting a creature, instead of the usual effects. The target must make a Constitution save (DC 8 + your proficiency bonus + your Rage damage bonus) or be poisoned until the end of its next turn.
  • Writhing Arm. Your implant’s attacks ignore half and three-quarters cover.

Path of the Marauder

Path of the Marauder

Marauders were the elite shock troops of the armies of Dragonsreach. Wearing heavy armor and wielding heavy weapons, marauders were designed to break through the formations of Meridian line infantry and create havoc, allowing their allies to advance without the threat of enemy fire. Marauders, through their bloodlust and sheer determination, were capable of sustaining themselves behind enemy lines long after the ordinary soldier would have given out.

While extremely effective in combat, marauders were introduced too late and in too few numbers to affect the outcome of the war against Meridia. Following the defeat of Dragonsreach, marauder units were disbanded in the reforms passed by a population who grew tired of the pointless bloodshed and sacrifices made in the final years of the war. Many marauders, unable to give up their way of life, became mercenaries and independent adventurers in the unsteady peace that followed.

Defiant Defense

When you choose this path at 3rd level, you gain proficiency in heavy armor. You may also gain the benefits of rage while wearing heavy armor. At 5th level, you also gain the benefits of Fast Movement while wearing heavy armor.

Insatiable Bloodlust

Beginning at 6th level, you revel in the blood of your enemies – each enemy that falls fills you with strength. While raging and wielding a two-handed weapon, you regain hit points equal to your Constitution modifier (minimum of 1) when you reduce a hostile creature to 0 hit points with a melee attack.

Eye of the Storm

Beginning at 10th level, you carve through your enemies like a steel cyclone. Once on each of your turns, when you make a weapon attack with a two-handed weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of you.

Unchained

At 14th level, you learn to unleash the full potential of your inner beast. During combat, a ravenous hunger for blood overtakes you and your attacks become more vicious, soaking the ground with blood as you tear your opponents limb from limb. While raging and wielding a two-handed weapon, you add your Constitution modifier to the damage roll of any melee attack you make.

Path of the Fellrager

Path of the Fellrager

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources however. While some use their inner turmoil to channel their rage, and others channel it from the spirit of nature, others still find their rage tainted by fel energies; energies powered by some dark entity.

The Fellrager is one who channels the power of dark energies to unleash their inner rage, often appearing monstrous as they tear apart their foes. Few have lived through a felragers assault unscarred. The felrager utilizes dark magics which augments their own abilities, though few would call this spell casting.

Fell Source

The Fellrager gets their abilities from a source of dark magic; either a fiendish patron, magical energies from a lich or the dark powers of the Shadowfell.

When you this primal path at 3rd level, when you go into a rage, once per tum you can deal additional necrotic damage equal to your Charisma modifier.

Aura of Dread

Beginning at 6th level, you radiate an aura which causes people around you to feel uneasy. You can exude an aura which extends 10 feet around you. creatures within the aura can suffer one of the following effects that you choose:

  • Disadvantage on Strength and Dexterity checks.
  • Disadvantage on Wisdom and Charisma saving throws.
  • All Charisma checks against them have advantage.

This aura lasts for up to a minute. You cannot use this feature again until you take a short or long rest.

Fell Magic

When you reach 1Oth level, you may channel your inner darkness into a rudimentary form of magic. You learn detect magic, but may only cast it as a ritual.

You also learn darkness, darkvision and protection from good and evil and can cast them once a day.

Dark Exile

At 14th level, you can unleash the true extent of your dark powers upon your enemies. When you are raging, and a creature hits you with a melee attack, you can use your reaction to banish them to another plane of existence.

The creature must make a Charisma saving throw (Save DC= 8 +your proficiency bonus+ your Charisma modifier) or be banished to another plane of existence until the start of your next turn.

Path of the Myrmidon

Path of the Myrmidon

Howling over the storm, the antlered demons funneled into the pass. The demon blades were as numerous as the driving spikes of sleet, but the half-orc, with his shattered armor and broken body, held his ground. It must have seemed to the demons that the mountains that flanked them would sooner yield an inch.

Amidst a chaotic battle a slender elf clad in iron breaks into the melee in a heedless charge, two soldiers move in to strike. 7b their horror she endures the devastating blows, her blade erupts with holy light as her furious reprisal cleaves the larger in half. His comrade looks on in horror as her wounds close before him.

A man in black plate stands before a temple, addressing a burly dwarf in splint armor that blacks the door. With a small gesture the black knight signals his crossbowmen to fire; each shot connecting with the dwarf, puncturing his simple mail and his heart. Bloodied and faltering, he steps forward drawing his axe; Cleave to your weapons tyrant, you”ll find them lacking. Only the gods may choose where I fall.’

Some knights are made: nobility forged into a weapon by a youth spent perfecting themselves and their art of battle. These a re not those knights; most were once common folk with little training to speak of and before they were chosen could scarcely dream to stand at the shoulder of their noble brethren. Myrmidons are raised up; chosen by their deity from the desperate and spurred to feats of impossible mettle by the belief that their gods themselves have chosen their fated moment. Furious crusaders: as much savage as knight. a Myrmidon’s faith carries her in battle when a ll else has failed.

Divine Fury

Beginning when you choose this path at 3rd level, you gain a pool of divine energy when you enter a rage. This pool is empty when you begin your rage. and you gain a point of Wrath each time:

  • You score a critical hit with a melee weapon attack on the roll of the die.
  • An enemy scores a critical hit against you.
  • You are forced to make a saving throw by another creature.
  • A creature is reduced to 0 hit points within 10 feet of you.

The Wrath point is gained after the damage and effects of the triggering event have been resolved. if you are still capable of gaining it. Your pool of Wrath has a maximum of 3 and once full you cannot gain any more until you have expended one. When your rage ends you lose any remaining Wrath in your pool. While you h ave this pool when you hit with a melee attack roll using Strength, you may expend a point of Wrath to gain one of the following blessings:

  • Blessing of Judgement. You deal an extra 2d6 damage to the target. in addition to the weapon’s damage. The damage is necrotic or radiant: you choose the type of damage when you gain this feature.
  • Blessing of Grace. You regain hit points equal 2d6 plus your charisma modifier. in addition to dealing the weapon’s normal damage. In the case of a critical s trike. in addition to dealing critical damage roll all of the healing dice twice and add them together. Then add your charisma modifier as normal.
    The dice for both blessings become a 2d8 at 6th level. 2d10 at 10th level. and 2d12 at 14th level.

Lawbringer

At 3rd level. you fight like a savage but are armed for a civilized age. You gain proficiency in Heavy Armor and may gain the benefits of your Barbarian class features whilst wearing it.

Chosen Moment

Al 3rd level, the gods have chosen your final battle long before you will ever face it. If a spell would have the sole effect of restoring you to life (but not undeath). the caster does not need material components to cast the spell on you.

Additionally when you adopt this path. you gain the ability to cast the augury spell. but only as a ritual, as described in chapter 10 of the PHB.

Noble Conquerer

At 6th level. you gain proficiency in the Persuasion and Intimidation skills. Your proficiency bonus is doubled for any ability check you make that uses either of these s kills.

Dreadnought

At 10th level. you gain proficiency in Charisma saving throws. Additionally. before you make an Intelligence or Wisdom saving throw while raging you may as a reaction spend one of your Wrath points to beat the save as a Charisma saving throw instead.

Chant of the Faith

At 10th level. you can cast the commune spell, but only as a ritual. When you do so. a spiritual avatar of your deity appear s to convey the information you seek.

Unending Devotion

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While raging. having 0 hit points doesn’t knock you unconscious.

You still must make death saving throws, and you  suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, your pool of Wrath immediately fills and you don’t die until your rage ends.

Path of a Witchdancer

Path of a Witchdancer

“We are the blades! Running screaming in to the fray. Our enemies run at the sounds of our blades cutting our throats screaming! Come my brothers and sisters may we bathe in the blood of our fallen enemies. May our gods watch our glory. If they do not to nine hells with them. Blood!”

Barbarian women worshiping totem animal spirits or crazed berserk women may not be everyone’s cup of tea. In this case what we have are religious warrior women for whom charging into blood crazed battle armed with blades, claws teeth, while wearing only skimpily clad armor. Weather she is chose by tribe for her strength and devotion to honorable battle, or someone driven to insanity fighting and killing to end her pain. The build fits almost any setting. In case youd like a man to be one of witch dancers no problem. It is not gender that defines ones devotion to battle fury.

Some women in barbaric tribes can strive for position of a witchdancer. The witch dancer is both a tribal religious person and a savage warrior. Fighting style resembles a mighty dance in the battle field. Anyone seeing the witchdancer may choose to underestimate her, but be warned for in her runs the fury of destructive rage.

Focus on light bladed weapons such as daggers, short-swords, scimitars is recommended since abilities at higher levels will focus on this aspect of fighting rather then regular massive weapons barbarians usually employ.

Dual Wield Mastery

Starting when you choose this path at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand weapon attacks (usually using bonus action to make this attack).

Furious Dance

At 3rd level, when you adopt this path, you have completed a blood ritual. While raging you may choose to activate a Furious Dance. If you do you may after every attack that deals damage, gain temporary hit points equal to proficiency bonus + Charisma bonus. These hit points expire as soon as the rage ends. Furious dance also ends if you do not attack for 1 round or no one attacks you.

Battlefield Fury

Beginning at 6th level, while in Furious Dance you can scale the battle field like no one else. Breaking through enemy lines, spinning, ducking jumping over the enemies with such ease you that you could be flying. When provoking attacks of opportunity all attacks are made with disadvantage and you may move through enemy space as if it was difficult terrain, and your move must end on an empty square.

Thousand Cuts

Beginning at 10th level, you become a fighting horror. You grow nails sharp as daggers, and you gain weapon mastery over light bladed finesse weapons. While you are wielding a dagger and or unarmed, you do 2d4 piercing or slashing damage, this ability substitutes original weapon damage of unarmed attacks, daggers and short swords, scimitars and similar light bladed weapons with finesse. Your unarmed attacks count as finesse weapons.

Witches Cuts

While you are in Furious Dance you add your charisma bonus to all damage rolls you do equal to your charisma bonus (minimum +1). If you hit a single creature twice on your turn you may spend a bonus action to make a single attack against the same target scoring a critical damage on hit.

Credits

I’d like to thank my gaming group for playtesing these builds whose feedback helped me shape this fun class option, and i would like to direct special thanks to Sanja Grbic aka Rigrena on deviantart.com.

Artist
Sanja Grbic “Rigrena“
http://rigrena.deviantart.com