Grod_The_Giant
2018-11-26, 02:40 PM
Path of Shifting Fury
Some men and women's rage is too great to be confined to mortal frames. Followers of the Path of Shifting Fury warp and transform their very bodies as they rage.
Emblem of Rage: At 3rd level, you choose one of three forms your rage will take: Bestial, Demonic, or Titanic. In addition to determining the nature of your rage, you gain the following benefit at all times:
Bestial: You can Dash as a bonus action.
Demonic: You gain Resistance to fire damage.
Titanic: You count as one size category larger for all purposes, though your weapons do not deal extra damage and you do not have extra reach.
Shifting Rage: At 3rd level, when you Rage, you may choose to enter a Shifting Rage. Your body takes on some of the physical attributes of your emblem, granting additional benefits. However, you are even more lost to rage than normal, imposing disadvantage on Intelligence checks and saves.
Bestial: You sprout claws, fangs, fur, scales, and other animalistic features. Your unarmed strikes deal 1d6 damage, and you can make an unarmed strike as a bonus action after taking the Attack action. You can choose what sort of natural weapons you grow-- if you use claws, this damage is slashing; if you use a horn or make a bite attack, this damage is piercing.
Demonic: Your skin turns to a dark, leathery red, spiraling horns sprout from your brow, a barbed tail from the base of your back, and so on. Spines jutting from your body deal 1d4 piercing damage to any creature who strikes you with a non-reach melee attack; you may also use the spines to make unarmed strikes which deal 1d4 damage.
Titanic: Your height and weight almost double, muscles straining at the bounds of your armor. Your reach increases by 5ft, and your weapon attacks deal an additional 1d4 damage.
Raging Regeneration: At 6th level, the effects of your Shifting Rage continue to grow.
Bestial: While Raging, you regain hit points equal to your Constitution modifier at the start of each of your turns.
Demonic: While Raging, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by an amount equal to your Constitution modifier. Apply this reduction before Resistance.
Titanic: When you begin your Shifting Rage, you gain temporary hit points equal to twice your Barbarian level. Remaining temporary hit points are lost at the end of the rage.
Greater Emblem: At 10th level, you gain another permanent bonus.
Bestial: You gain a climb speed and a swim speed equal to your base land speed, and may jump twice as far as normal.
Demonic: You gain immunity to poison, and Resistance to cold and lightning damage.
Titanic: You gain a +5 bonus to Strength checks.
Shifting Fury: At 14th level, the effects of your Shifting Rage grow still more.
Bestial: When a creature strikes you with a melee attack, you may use your reaction to make an unarmed strike against them.
Demonic: You sprout a pair of batlike wings, granting you a fly speed equal to your land speed.
Titanic: You may move through the squares of enemies of your size or smaller. Creatures may attempt to dive out of the way with a Dexterity save (DC 8+Prof+Str), or to stop you with an opposed Strength (Athletics) check. If they fail either check, they are knocked prone and take 1d8+Str damage. Creatures who succeed on their Dexterity save must move 5ft in any direction, and take no damage. If a creature succeeds on their Strength (Athletics) check, they do not take damage and you lose all remaining movement for the turn.
Some men and women's rage is too great to be confined to mortal frames. Followers of the Path of Shifting Fury warp and transform their very bodies as they rage.
Emblem of Rage: At 3rd level, you choose one of three forms your rage will take: Bestial, Demonic, or Titanic. In addition to determining the nature of your rage, you gain the following benefit at all times:
Bestial: You can Dash as a bonus action.
Demonic: You gain Resistance to fire damage.
Titanic: You count as one size category larger for all purposes, though your weapons do not deal extra damage and you do not have extra reach.
Shifting Rage: At 3rd level, when you Rage, you may choose to enter a Shifting Rage. Your body takes on some of the physical attributes of your emblem, granting additional benefits. However, you are even more lost to rage than normal, imposing disadvantage on Intelligence checks and saves.
Bestial: You sprout claws, fangs, fur, scales, and other animalistic features. Your unarmed strikes deal 1d6 damage, and you can make an unarmed strike as a bonus action after taking the Attack action. You can choose what sort of natural weapons you grow-- if you use claws, this damage is slashing; if you use a horn or make a bite attack, this damage is piercing.
Demonic: Your skin turns to a dark, leathery red, spiraling horns sprout from your brow, a barbed tail from the base of your back, and so on. Spines jutting from your body deal 1d4 piercing damage to any creature who strikes you with a non-reach melee attack; you may also use the spines to make unarmed strikes which deal 1d4 damage.
Titanic: Your height and weight almost double, muscles straining at the bounds of your armor. Your reach increases by 5ft, and your weapon attacks deal an additional 1d4 damage.
Raging Regeneration: At 6th level, the effects of your Shifting Rage continue to grow.
Bestial: While Raging, you regain hit points equal to your Constitution modifier at the start of each of your turns.
Demonic: While Raging, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by an amount equal to your Constitution modifier. Apply this reduction before Resistance.
Titanic: When you begin your Shifting Rage, you gain temporary hit points equal to twice your Barbarian level. Remaining temporary hit points are lost at the end of the rage.
Greater Emblem: At 10th level, you gain another permanent bonus.
Bestial: You gain a climb speed and a swim speed equal to your base land speed, and may jump twice as far as normal.
Demonic: You gain immunity to poison, and Resistance to cold and lightning damage.
Titanic: You gain a +5 bonus to Strength checks.
Shifting Fury: At 14th level, the effects of your Shifting Rage grow still more.
Bestial: When a creature strikes you with a melee attack, you may use your reaction to make an unarmed strike against them.
Demonic: You sprout a pair of batlike wings, granting you a fly speed equal to your land speed.
Titanic: You may move through the squares of enemies of your size or smaller. Creatures may attempt to dive out of the way with a Dexterity save (DC 8+Prof+Str), or to stop you with an opposed Strength (Athletics) check. If they fail either check, they are knocked prone and take 1d8+Str damage. Creatures who succeed on their Dexterity save must move 5ft in any direction, and take no damage. If a creature succeeds on their Strength (Athletics) check, they do not take damage and you lose all remaining movement for the turn.