Homebrew:Path of the Abomination: Difference between revisions

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[[file:red reaver.jpg|right|thumb|500px]]
[[file:abomination.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Path of the Red Reaver subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Path of the Red Reaver subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|barbarian|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.
There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Some say these barbarians happened upon a long forgotten elder being, or they are the remains of a once knowledgeable cult driven mad by the things they discovered. Others say they are not native to the material plane at all but instead travelled here from the Far Realm millennia ago.


As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.
Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.


== Devouring Rage ==
== Eldritch Transformation ==
Starting when you choose this path at 3rd level, your thirst for blood channels the life force of your foes to sustain you. When you're raging and below half of your hit point maximum, you can enter a devouring rage by expending any number of Hit Dice as a bonus action. For the duration of your rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 + the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.
''3rd-level Path of the Abomination feature''


Your target must have blood in order for you to regain hit points from an attack.
You learn to perform vile rituals to improve your capabilities and strike terror into the hearts of your foes. These manifest as horrific physical transformations during the height of your fury. When you rage, choose a transformation from one of the options detailed below. Your choice lasts for the duration of the rage.


At the beginning of each turn, if you haven’t hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your devouring rage and its features.
;Bloated Form
:While raging, your body swells to an unnatural and bloated state. You increase in size by one category (from Medium to Large, for example), your carrying capacity is doubled, and you have advantage on saving throws that would move you or knock you prone.
;Corrupted Flesh
:While raging, your skin hardens in a scaly or scab-like manner, granting you a +1 bonus to your AC. As a reaction, when you fail a Constitution or Dexterity saving throw you can shed the skin to reroll, using the new result. If you do so, the bonus to your AC ends.
;Reprehensible Stench
:While raging, you emit a foul-scented cloud of decaying matter, potentially sickening those in an area around you. When a creature within 5 feet of you hits you with a weapon attack, it takes 1d4 poison damage. The damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at
15th level, and 1d10 at 20th level.


Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.
== Aberrant Form ==
''6th-level Path of the Abomination feature''


== Sanguine Scent ==
Your dedication to the maddening forces of ancient evils has granted you a permanent benefit. Choose one of the following options.
Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.


If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. When you would make a Wisdom ({{Survival}}) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.
;Unsightly Visage
:Your appearance takes on a permanent repulsive form–perhaps additional eyes on your neck or tiny tentacles across your face. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks against creatures that can see you.
;Gruesome Appendage
:A partially-functional extra arm or tentacle grows from your torso. The appendage can’t wield weapons or a shield, but can manipulate simple objects. While the appendage is not carrying anything, you can use a bonus action to take the Use an Object action.
;Slithering Skin
:Your body begins to produce an oily and repulsive slime. You have advantage on saving throws to avoid being grappled or restrained as well as advantage on ability checks made to escape a grapple.


You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.
== Monstrous Manifestation ==
''10th-level Path of the Abomination feature''


== Blood Hound ==
Your body has been so heavily warped by eldritch forces that you have become hardened to that which would hinder lesser beings. You are immune to poison.
When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.


Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.
== Twisted Metamorphosis ==
''14th-level Path of the Abomination feature''


== Blood of the Pack ==
You have mastered ancient techniques and dark rituals to be able to truly become an unrecognizable shadow of your former self. As part of a long rest, you can spend 1 hour performing a ritual to transform yourself in one of the ways detailed below. The metamorphosis lasts until you use this feature again or until you finish a long rest.
At 10th level, your wild blood fury is tempered by the bond you share with your allies. As an action, while your current hit point total is at least half of your hit point maximum, you can expend some of your Hit Dice to heal allies within 10 feet of you. When you do, you roll 1 Hit Die for each creature you target with this feature. That creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. At the end of your turn, you suffer one level of exhaustion.


Once you use this feature, you can’t use it again until you finish a long rest.
The saving throw DC for these metamorphoses is 8 + your Constitution modifier + your proficiency bonus.


== Sanguine Clarity ==
;Unstoppable Bulk
Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage, you can expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18–20.
:Your body becomes a mass of writhing flesh. While raging, you can use a bonus action to take the Dash action. If you end the dash next to a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to 1d12 + your Strength modifier.
;Vile Presence
:Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. While you’re raging, you can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can’t see or hear you or if it can’t be frightened.
;Tentacled Fury
:You can transform your arms into powerful eldritch tentacles. While you are raging, you can use a bonus action to increase your reach with melee weapon attacks by 15 feet until the end of your turn. If you hit a target while using this feature, you can choose to drag the creature towards you. The target must succeed
on a Strength saving throw or be pulled up to 10 feet in a straight line toward you.


If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.
[[category:homebrew barbarian subclasses|Abomination]]
 
[[category:homebrew barbarian subclasses|Red Reaver]]

Revision as of 00:35, 13 November 2023

(OOC: This is an implementation of the Path of the Red Reaver subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Barbarian

There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Some say these barbarians happened upon a long forgotten elder being, or they are the remains of a once knowledgeable cult driven mad by the things they discovered. Others say they are not native to the material plane at all but instead travelled here from the Far Realm millennia ago.

Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.

Eldritch Transformation

3rd-level Path of the Abomination feature

You learn to perform vile rituals to improve your capabilities and strike terror into the hearts of your foes. These manifest as horrific physical transformations during the height of your fury. When you rage, choose a transformation from one of the options detailed below. Your choice lasts for the duration of the rage.

Bloated Form
While raging, your body swells to an unnatural and bloated state. You increase in size by one category (from Medium to Large, for example), your carrying capacity is doubled, and you have advantage on saving throws that would move you or knock you prone.
Corrupted Flesh
While raging, your skin hardens in a scaly or scab-like manner, granting you a +1 bonus to your AC. As a reaction, when you fail a Constitution or Dexterity saving throw you can shed the skin to reroll, using the new result. If you do so, the bonus to your AC ends.
Reprehensible Stench
While raging, you emit a foul-scented cloud of decaying matter, potentially sickening those in an area around you. When a creature within 5 feet of you hits you with a weapon attack, it takes 1d4 poison damage. The damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at

15th level, and 1d10 at 20th level.

Aberrant Form

6th-level Path of the Abomination feature

Your dedication to the maddening forces of ancient evils has granted you a permanent benefit. Choose one of the following options.

Unsightly Visage
Your appearance takes on a permanent repulsive form–perhaps additional eyes on your neck or tiny tentacles across your face. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks against creatures that can see you.
Gruesome Appendage
A partially-functional extra arm or tentacle grows from your torso. The appendage can’t wield weapons or a shield, but can manipulate simple objects. While the appendage is not carrying anything, you can use a bonus action to take the Use an Object action.
Slithering Skin
Your body begins to produce an oily and repulsive slime. You have advantage on saving throws to avoid being grappled or restrained as well as advantage on ability checks made to escape a grapple.

Monstrous Manifestation

10th-level Path of the Abomination feature

Your body has been so heavily warped by eldritch forces that you have become hardened to that which would hinder lesser beings. You are immune to poison.

Twisted Metamorphosis

14th-level Path of the Abomination feature

You have mastered ancient techniques and dark rituals to be able to truly become an unrecognizable shadow of your former self. As part of a long rest, you can spend 1 hour performing a ritual to transform yourself in one of the ways detailed below. The metamorphosis lasts until you use this feature again or until you finish a long rest.

The saving throw DC for these metamorphoses is 8 + your Constitution modifier + your proficiency bonus.

Unstoppable Bulk
Your body becomes a mass of writhing flesh. While raging, you can use a bonus action to take the Dash action. If you end the dash next to a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to 1d12 + your Strength modifier.
Vile Presence
Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. While you’re raging, you can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can’t see or hear you or if it can’t be frightened.
Tentacled Fury
You can transform your arms into powerful eldritch tentacles. While you are raging, you can use a bonus action to increase your reach with melee weapon attacks by 15 feet until the end of your turn. If you hit a target while using this feature, you can choose to drag the creature towards you. The target must succeed

on a Strength saving throw or be pulled up to 10 feet in a straight line toward you.