Barbarian: Path of the Experiment

The Crooked Moon

Barbarian: Path of the Experiment

Class: Barbarian

Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails surging 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 would have been well-intentioned to enhance or preserve the Barbarian's life, or it could have been unhinged alchemical exploration.

Features

Level 3: Alchemical Experiments

You gain a set of Alchemist's Supplies, and you have proficiency with it. Additionally, you can use Alchemist's Supplies instead of a Herbalism Kit to craft Potions of Healing.

Level 3: Volatile Serum

You have an implanted series of syringes and reservoirs that hold and deploy alchemical serums 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 you choose a new serum as a Bonus Action.

You have the following serum options.

Ferocity

The serum throws you into an energised frenzy. You ignore Difficult Terrains, and you can activate the Cleave mastery property with a Melee weapon you are wielding, in addition to any other masteries with that weapon.

Monstrosity

The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways such as facial feature, skin tone, hair length or colour. Your reach increases by 5 feet, and once per turn when your 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. When you choose this serum and at the start of each of your turns you can expends and roll a Hit Point Die. You regain a number of your Hit Points equal to the number rolled plus your Constitution modifier (minimum of 1 Hit Point). You gain and 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.

Level 6: Augmentation Compounds

Through continued experimentation or your natural adaption to your implants, you can now activate one of the compound options below in addition to a serum when your entre 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

The compound sharpens your senses to a razor's edge. You gain Blindsight out to a range of 30 feet. If you already have Blindsight, its range increases by 30 feet.

Maddening Fumes

The compound causes your skin to emit aggression-spiking fumes in a 30-foot Emanation. Each enemy that starts its turn in the area has it's Speed halved and 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.

Level 10: Reactive Catalyst

Your implants are now sensitive to your response to danger and flood your with stimulating chemicals. When you take damage or when you gain one of the following conditions: Blinded, Deafened, Poisoned, or Stunned, you can take a Reaction to enter your rage before the damage or conditions are applied. When you enter your rage, your end any of those conditions on yourself, including any triggering conditions.

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

Level 14: Biochemical Admixture

Your body becomes a living crucible, focusing and combining the strength or your serums. When your activate an option of your Volatile Serum, you activate two options instead of one.

Additionally, when a creature within 5 feet of your damages your 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.