Ryoko's Guide to the Yokai Realms, pg 150
The Path of the Kaiju is one of sheer destructive force. Some warriors of this kind are fueled by a relentless hatred of a kaiju, perhaps one that destroyed their home or ravaged their continent. In such cases, an individual’s burning obsession is a source of incredible strength, manifesting as an aspect of the kaiju’s own power in moments of blind rage. Other barbarians might worship kaiju for their strength and grandeur, calling on their aid in battle, embodying the might and fury of a colossus as they charge into the fray.
Aspect of the Kaiju
3rd-Level Path of the Kaiju Feature
When you adopt this path, choose a kaiju through which you draw power and gain the associated benefit from the options below.
• The Ascendant Dragon. While raging, you can use an action to let loose a devastating blast of radiant energy from your mouth. Each creature in a 15-foot cone must succeed on a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus), taking 2d10 radiant damage on a failed save, or half as much damage on a successful one. Taking this action counts as making an attack for the purpose of maintaining your rage. The damage of this feature increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).
• The Eternal Leviathan. When you enter your rage, or as a bonus action while raging, you can bellow an echoing cry. Each creature of your choice within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or have disadvantage on attack rolls against any target other than you until the start of your next turn.
• The Titan Earth. You can use your Constitution modifier in place of your Strength modifier for Strength checks, as well as for the attack and damage rolls of your unarmed strikes and weapon attacks. These checks and attacks are still considered Strength-based for the purposes of your other features. In addition, you gain tremorsense out to 10 feet.
• The Armoured Kabuto. While raging, if you move at least 15 feet straight towards a target and then immediately hit it with a weapon attack, the target takes an extra 2d8 bludgeoning damage from the attack.
• The Infinite Tempest. The first time each turn while raging that you hit a target with a melee attack roll, you deal 1d6 lightning damage to each creature of your choice within 5 feet of the target as lightning spirals out from the point of impact.
You can switch your chosen kaiju each time you gain a new barbarian level.
Apex Hunter
3rd-Level Path of the Kaiju Feature
You gain proficiency in the Medicine and Survival skills. If you already have this proficiency, you gain proficiency in another skill of your choice. Additionally, you can take the Brace action*, stand up from prone, or mount a creature using only 5 feet of movement.
*See page 8
Kaiju Force
7th-Level Path of the Kaiju Feature
When you enter your rage, you can increase your size and the size of your equipment. If you are smaller than Large, you become Large, and any objects you are wearing or carrying increase by the same relative amount; your weight increases by a factor of 8 for each size category increased. If you lack the room to become Large, you grow to the maximum attainable size. This growth lasts until your rage ends. Objects enlarged by this feature that are no longer in contact with you at the end of a turn return to the size they were before this feature affected them. While in this form, you can add your Constitution modifier to all Strength checks and Strength saving throws, and your weapon attacks deal an extra 1d4 damage on a hit.
Transformation of the Kaiju
11th-Level Path of the Kaiju Feature
You gain the power to transform into a vassal of a kaiju when you rage. This kaiju can be the same as your Aspect of the Kaiju feature or a different one.
• The Ascendant Dragon. While raging, you and any objects you are wearing or carrying assume a pseudo-liquid form. In this form, you have resistance to fire damage, you are immune to the grappled and restrained conditions, you gain a swimming speed of 60 feet, you can move through other creatures’ spaces and through gaps as small as 1 inch wide without squeezing (but you can’t stop there), and you gain the benefits of half cover while submerged in water.
• The Eternal Leviathan. While raging, you adopt a translucent, ghastly form. In this form, you have resistance to cold and necrotic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object or creature. If you are inside an object or creature when your rage ends, you are shunted to the nearest unoccupied space and take 5 force damage for every 5 feet travelled.
• The Titan Earth. When you use your Kaiju Force feature, if you are smaller than Huge, you become Huge instead of Large, along with anything you are wearing. In addition to the effects of that feature, your reach increases by 5 feet, and your weapon attacks deal an extra 1d4 damage on a hit (2d4 extra damage total) until your rage ends.
• The Armoured Kabuto. While raging, you sprout large, insectoid wings. You have a flying speed equal to your walking speed, and opportunity attacks against you have disadvantage.
• The Infinite Tempest. While raging, you crackle with lighting and your blows land with booming claps of thunder. In this form, you have resistance to lightning and thunder damage, and you can use a bonus action to move in a straight line up to 30 feet, passing through other creatures without provoking opportunity attacks. Each creature you pass through in this way must succeed on a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take 2d6 lightning damage.
Rampage
15th-Level Path of the Kaiju Feature
While you are raging and have hit points equal to or less than half your hit point maximum, your speed increases by 10 feet, and you can make one weapon attack as a bonus action. Furthermore, if you fail a saving throw, you can choose to succeed instead. You can use this feature to succeed on a saving throw a number of times equal to half your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.