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[[file:alchemical brute.jpg|right|thumb|500px]]
[[file:experiment.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Path of the Alchemical Brute subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[The Crooked Moon]]}}
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{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
You have been unflinchingly exposed to the brutal violence people are capable of. Underneath the thin veneer of civility, rage and fury lurks within everyone, no matter how mild mannered they appear under normal circumstances. Given the right conditions, everyone is capable of becoming a monster. Including you.
Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails that surge in their bodies through syringes and tubes of copper, steel, and glass. These formulas enhance their ability to channel primal might, or perhaps—because of their rage—they are the only people who can survive the chemicals flooding their veins. A barbarian may have created the implants and serums through their own experimentation, or they could have been subjected to the insidious work of others. Whatever the origin, it could have been well-intentioned and made to enhance or preserve the barbarian's life, or it might have been an unhinged alchemical exploration.


You move in polite society as well as anyone else, and are possessed of a level of intellect unusual to other barbarians. Through careful study and alchemical experimentation, you have learned to tap into the primal beast inside you, and manifest it in physical ways.
The Experimental Implants table offers examples of different forms your Implants can take.


<blockquote><h3>Genius Bruisers</h3>
{| class="wikitable"
Many alchemical formulae and path features described here make extensive use of Intelligence, an ability score not usually considered very important for barbarians. If you plan to take this subclass at 3rd level, consider putting your highest ability score in Strength, followed by Intelligence as your second highest ability score.</blockquote>
|+ Experimental Implants
! 1d6 !! Implant
|-
| 1 || '''Alchemical Injector.''' Glass reservoir cylinders set in brass and iron frames hold multicolored, bubbling, or luminous alchemical fluids.
|-
| 2 || '''Alien Grafts.''' Portions of your body have been replaced with parts of a dragon, a werewolf, or an Aberration's rubbery tentacles. When you rage, the grafts overtake more of your body.
|-
| 3 || '''Construct Prosthesis.''' You have prosthetic limbs, eyes, or other replacements made of metal, stone, or wood. When you rage, the parts flare.
|-
| 4 || '''Crystal Formations.''' Crystals grow from your body across your shoulders and down your limbs. When you rage, the crystals glow, chime, or ring.
|-
| 5 || '''Fungal Inoculation.''' Mushrooms and other fungal growths overtake parts of your body, and vein-like mycelium run along your skin from them. When you rage, the veins pulse and writhe.
|-
| 6 || '''Sparktech Augmentation.''' Copper, silver, and brass coils in your back and arms run wires along your skin to plugs. When you rage, lightning crackles across the metal.
|}


== Bonus Proficiencies ==
== Alchemical Experiments ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


When you choose this archetype, it represents the culmination of your research into alchemically altering your biology and psychology.
You gain a set of [[equipment:alchemists-supplies|alchemist's supplies]], and you have proficiency with it. Additionally, you can use [[equipment:alchemists-supplies|alchemist's supplies]] instead of an herbalism kit to craft [[magicitem:4708-potions-of-healing|potions of healing]], even if you aren't a spellcaster.


You gain proficiency with alchemist’s supplies, the Medicine skill, and Intelligence saving throws. If you are already proficient in alchemist’s supplies or the Medicine skill, you add double your proficiency bonus to ability checks you make that use them.
== Volatile Serum ==
 
== Alchemical Preparation ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You have refined your experiments and discovered alchemical formulae that, when administered, can alter your body and mind whenever you enter a rage. You know 3 alchemical formulae from the Alchemical Formulae list below.
You have an implanted series of syringes and reservoirs that hold alchemical serums and deploy them into your body. When you enter your rage, choose one of your serums to inject and gain its benefits.


You prepare doses of these formulae when you finish a long rest, provided you have a set of Alchemist’s supplies available to you. You prepare one dose of each formula, which are unstable and lose their potency 24 hours after you prepare them. The physical nature of how you administer your formulae is up to you (such as vials of liquid you drink, a mist you inhale, an injection, etc.)
The chosen serum lasts for the duration of your rage, or until you choose a new serum as a bonus action. You have the following serum options.


Whenever you enter a rage, you may expend a dose of one of your prepared alchemical formulae, granting you its effects for the duration of that rage. Your prepared alchemical formulae have no effect if used by creatures other than you, or if you attempt to administer them when not entering a rage, as they are tailored to your own unique body chemistry and psychology.
;Ferocity.
:This serum throws you into an energized frenzy. You ignore difficult terrain, and when you hit a creature with a melee attack roll with a weapon or unarmed strike, you can make another attack with it against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
;Monstrosity.
:The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways, such as by altering facial features, skin tone, and hair length or color. Your reach increases by 5 feet, and once per turn when you miss with an attack roll that relies on Strength, you can add your rage damage bonus to the total, potentially causing the attack to hit. If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn't enough room to accommodate the size change, your size doesn't change.
;Reconstruction.
:The serum dulls pain and forces wounds to rapidly knit. Upon activation and at the start of each of your turns, you can expend and roll a Hit Die. You regain a number of hit points equal to the number rolled plus your Constitution modifier (minimum of 1 hit point). You gain any excess beyond your hit point maximum as temporary hit points. If you take acid or fire damage, this serum doesn't function at the start of your next turn.


Some formulae require creatures to make saving throws to resist their effects. The DC to resist a formula’s effect is equal to 8 + your proficiency bonus + your Intelligence modifier.
== Augmentation Compounds ==
''6th-level {{PAGENAME}} feature''


=== Alchemical Formulae ===
Through continued experimentation or your natural adaptation to your implants, you can now activate one of the compound options below, in addition to a serum, when you enter your rage or change your chosen serum. The chosen compound lasts for the duration of your rage, or until you choose a new compound.
The Path of the Alchemical Brute grants barbarians an array of options to augment their physical and mental states when raging. When you gain a feature that allows you to discover alchemical formulae, you choose from those described below. You can select an alchemical formula only once, unless otherwise specified.


;Aerial Mutation
;Stimulated Senses.
:When you enter a rage using this formula, you mutate in some manner that gives you the ability to make stupendous leaps, whether that is grotesquely muscular legs, vestigial wings, or some other mutation. For the duration of your rage, you can make a running long jump or running high jump after moving only 5 feet on foot, and your jump distance is doubled.
:You gain blindsight out to a range of 30 feet. If you already have blindsight, its range increases by 30 feet.
:When your rage ends, the mutation caused by this formula ends.
;Maddening Fumes.
;Aquatic Adaptation
:Your skin emits aggression-spiking fumes out to 30 feet. While in that area, an enemy's speed is halved, and if it starts its turn there, it must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and proficiency bonus) or have disadvantage on attack rolls against targets other than you until the start of its next turn.
:When you enter a rage using this formula, your body mutates to adapt to aquatic environments. For the duration of your rage, you have a swim speed equal to twice your walking speed, and you can breathe both air and water.
;Corrosive Expulsion.
:When your rage ends, the mutation caused by this formula ends.
:When you take the Attack action on your turn, you can replace one of your attacks with a spray of caustic chemicals from your implants in a 15-foot cone, or a 30-foot line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and proficiency bonus). Roll a number of d8s equal to your rage damage bonus. On a failed save, a target takes acid damage equal to the total rolled, or half as much damage on a successful one.
;Bloodgorger
:For the duration of a rage infused with this formula, you have an insatiable thirst for blood or life essence, allowing you to bite a creature as an unarmed strike. Your bite deals piercing damage equal to 1d8 + your Strength modifier on a hit. When you hit with your bite, if the target creature is not a construct or undead, you gain a number of temporary hit points equal to your Intelligence modifier.
;Energy Endurance
:When you learn this formula, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. When you enter a rage using this formula, you gain resistance to the chosen damage type.
:Unlike most alchemical formulae, you may learn this formula more than once, to a maximum of 3 times. When you learn this formula for the second and third time, you choose one additional damage type each time, and you gain resistance to all chosen damage types when you enter a rage using this formula.
;Firestarter
:For the duration of a rage infused with this formula, you can ignite objects and creatures with the pure, distilled anger of your concentrated will. When you enter a rage using this formula, and as a bonus action on each of your turns during your rage, you can cause an object or creature within 10 feet of you to combust. The target must make a Constitution saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
;Heightened State
:During a rage infused with this formula, when you make a saving throw, you can add your Intelligence modifier to the roll. You can gain this bonus only once during each rage, and you can choose to apply it after you know if your saving throw succeeded or failed.
;Iron Skin
:For the duration of a rage infused with this formula, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your Intelligence modifier. You apply this reduction before any damage resistance.
;Long Limbs
:When you enter a rage using this formula, your body mutates to lengthen your arms and legs. For the duration of your rage, your reach with melee attacks increases by 5 feet and your walking speed increases by 10 feet.
:When your rage ends, the mutation caused by this formula ends.
;Psychic Fury
:When you enter a rage using this formula, you can channel your anger into pure psychokinetic energy through your attacks. During your rage, the first creature you hit on each of your turns with a melee weapon attack takes extra psychic damage equal to 1d4 + your Intelligence modifier.
:When you reach 11th level in this class, this damage increases to 2d4 + your Intelligence modifier.
;Subterranean Modification
:When you enter a rage using this formula, your body mutates to adapt to subterranean environments. For the duration of your rage, you have a burrow speed equal to your walking speed, allowing you to burrow through unworked earth, but not through stone, metal, or structures. You do not leave a tunnel behind you as you burrow. Additionally, for the duration of your rage, you have darkvision out to 60 feet. If you normally have darkvision, the range of your darkvision extends by 30 feet during a rage infused with this formula.
:When your rage ends, the mutation caused by this formula ends.
;Thunderous Roar
:During a rage infused with this formula, you may release a deafening howl of your alchemically enhanced fury as an action. Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage, is deafened for 1 minute, and pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t deafened or pushed.
:This damage increases by 1d6 when you reach 6th level (3d6), 9th level (4d6), 12th level (5d6), 15th level (6d6), and 18th level (7d6) in this class.
:In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the roar, which itself is audible out to 300 feet.
;Time Dilation
:Once during a rage infused with this formula, you may perceive time quicker than a normal person, allowing you to gain an additional action on your turn. You can use this action to make one melee attack, or take the Dodge, Disengage, or Help actions.


== Augmented Fortitude ==
== Reactive Catalyst ==
''3rd-level {{PAGENAME}} feature''
 
Your biological experiments upon yourself have had a lasting effect on your body, even when not raging. You may use your Intelligence modifier in place of your Constitution modifier when calculating your AC using your barbarian Unarmored Defense feature, to determine how many hit points you restore when you roll a Hit Die, and for calculating your maximum hit points. You may recalculate your hit point maximum retroactively when you gain this feature. When you reach 20th level in this class, you can choose to increase your Intelligence score by 4 instead of your Constitution score. Your maximum for that score then becomes 24.
 
== Alchemical Admixture ==
''6th-level {{PAGENAME}} feature''
 
You discover 3 more alchemical formulae, for a total of 6, and you can prepare two doses of each formulae you know when you finish a long rest. Additionally, when you enter a rage, you can consume up to two doses of different prepared alchemical formulae at once.
 
== Hulking ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You may add your Intelligence modifier as a bonus to Constitution saving throws. Additionally, when you enter a rage, you can increase your size by one (Small to Medium, Medium to Large, etc). Mundane clothing or armor you are wearing is ruined in the transformation, unless specially made to accommodate your expanding bulk. Such clothing costs twice as much as normal. Magical equipment you wear resizes to your new form, but does not change in statistics.
Your implants are now sensitive to your response to danger and flood you with stimulating chemicals. When you take damage, or when you are blinded, deafened, poisoned, or stunned, you can use your reaction to enter your rage before the damage or conditions are applied. When you enter your rage, you end any of those conditions on yourself, including any triggering conditions.


When your rage ends, you and any magical equipment you wear revert to normal size.
Additionally, while your rage is active, you have advantage on Constitution saving throws.


== Monster ==
== Biochemical Admixture ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You discover additional alchemical formulae equal to your Intelligence modifier (minimum 1), for a total of 6 + your Intelligence modifier. Additionally, whenever you enter a rage, you can gain the effects of up to three alchemical formulae you have prepared.
Your body focuses and combines the strength of your serums. When you activate an option of your Volatile Serum, you activate two options instead of one.
 
Additionally, when a creature within 5 feet of you damages you with a melee attack while your rage is active, the creature takes 1d12 acid damage. A creature can take this damage only once per turn.


[[category:homebrew barbarian subclasses|Alchemical Brute]]
[[category:homebrew barbarian subclasses|Experiment]]

Latest revision as of 17:15, 26 July 2025

(OOC: This is an implementation of the Path of the Experiment subclass from The Crooked Moon)

Base Class: Barbarian

Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails that surge in their bodies through syringes and tubes of copper, steel, and glass. These formulas enhance their ability to channel primal might, or perhaps—because of their rage—they are the only people who can survive the chemicals flooding their veins. A barbarian may have created the implants and serums through their own experimentation, or they could have been subjected to the insidious work of others. Whatever the origin, it could have been well-intentioned and made to enhance or preserve the barbarian's life, or it might have been an unhinged alchemical exploration.

The Experimental Implants table offers examples of different forms your Implants can take.

Experimental Implants
1d6 Implant
1 Alchemical Injector. Glass reservoir cylinders set in brass and iron frames hold multicolored, bubbling, or luminous alchemical fluids.
2 Alien Grafts. Portions of your body have been replaced with parts of a dragon, a werewolf, or an Aberration's rubbery tentacles. When you rage, the grafts overtake more of your body.
3 Construct Prosthesis. You have prosthetic limbs, eyes, or other replacements made of metal, stone, or wood. When you rage, the parts flare.
4 Crystal Formations. Crystals grow from your body across your shoulders and down your limbs. When you rage, the crystals glow, chime, or ring.
5 Fungal Inoculation. Mushrooms and other fungal growths overtake parts of your body, and vein-like mycelium run along your skin from them. When you rage, the veins pulse and writhe.
6 Sparktech Augmentation. Copper, silver, and brass coils in your back and arms run wires along your skin to plugs. When you rage, lightning crackles across the metal.

Alchemical Experiments

3rd-level Path of the Experiment feature

You gain a set of alchemist's supplies, and you have proficiency with it. Additionally, you can use alchemist's supplies instead of an herbalism kit to craft potions of healing, even if you aren't a spellcaster.

Volatile Serum

3rd-level Path of the Experiment feature

You have an implanted series of syringes and reservoirs that hold alchemical serums and deploy them into your body. When you enter your rage, choose one of your serums to inject and gain its benefits.

The chosen serum lasts for the duration of your rage, or until you choose a new serum as a bonus action. You have the following serum options.

Ferocity.
This serum throws you into an energized frenzy. You ignore difficult terrain, and when you hit a creature with a melee attack roll with a weapon or unarmed strike, you can make another attack with it against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Monstrosity.
The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways, such as by altering facial features, skin tone, and hair length or color. Your reach increases by 5 feet, and once per turn when you miss with an attack roll that relies on Strength, you can add your rage damage bonus to the total, potentially causing the attack to hit. If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn't enough room to accommodate the size change, your size doesn't change.
Reconstruction.
The serum dulls pain and forces wounds to rapidly knit. Upon activation and at the start of each of your turns, you can expend and roll a Hit Die. You regain a number of hit points equal to the number rolled plus your Constitution modifier (minimum of 1 hit point). You gain any excess beyond your hit point maximum as temporary hit points. If you take acid or fire damage, this serum doesn't function at the start of your next turn.

Augmentation Compounds

6th-level Path of the Experiment feature

Through continued experimentation or your natural adaptation to your implants, you can now activate one of the compound options below, in addition to a serum, when you enter your rage or change your chosen serum. The chosen compound lasts for the duration of your rage, or until you choose a new compound.

Stimulated Senses.
You gain blindsight out to a range of 30 feet. If you already have blindsight, its range increases by 30 feet.
Maddening Fumes.
Your skin emits aggression-spiking fumes out to 30 feet. While in that area, an enemy's speed is halved, and if it starts its turn there, it must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and proficiency bonus) or have disadvantage on attack rolls against targets other than you until the start of its next turn.
Corrosive Expulsion.
When you take the Attack action on your turn, you can replace one of your attacks with a spray of caustic chemicals from your implants in a 15-foot cone, or a 30-foot line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and proficiency bonus). Roll a number of d8s equal to your rage damage bonus. On a failed save, a target takes acid damage equal to the total rolled, or half as much damage on a successful one.

Reactive Catalyst

10th-level Path of the Experiment feature

Your implants are now sensitive to your response to danger and flood you with stimulating chemicals. When you take damage, or when you are blinded, deafened, poisoned, or stunned, you can use your reaction to enter your rage before the damage or conditions are applied. When you enter your rage, you end any of those conditions on yourself, including any triggering conditions.

Additionally, while your rage is active, you have advantage on Constitution saving throws.

Biochemical Admixture

14th-level Path of the Experiment feature

Your body focuses and combines the strength of your serums. When you activate an option of your Volatile Serum, you activate two options instead of one.

Additionally, when a creature within 5 feet of you damages you with a melee attack while your rage is active, the creature takes 1d12 acid damage. A creature can take this damage only once per turn.