Juicer { Barbarian }
Description - WIP
Rough summary: you use drugs to physically enhance your body. Some juicers use symbiote-laced drugs to gain additional powers (these juicers face the same severe social stigma as Academics, Protégés, and Zealots). Picture Bane from Batman and you've got the basic idea.Quick Build
You can make a juicer quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the athlete background.Juicer Table
WIP Hit Points Hit Dice: 1d12 Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: none Saving Throws: Strength, Constitution Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Starting Equipment You start with the following items, plus anything provided by your background. (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack, and four javelins Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.Features
Roid Rage
In battle, you infuse your body with a serum of chemical and/or biological agents that imbue you with preternatural ferocity and resilience. On your turn, you can juice yourself in this way to induce a roid rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and symbiotic powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Drug of Choice
At 3rd level, you commit to a specialized serum that shapes the nature of your rage from the list of available serums. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.Heightened Instincts
By 7th level, your instincts are so sensitive and honed such that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.Relentless Rage
Starting at 11th level, your roid rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while in a roid rage and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.Persistent Rage
Beginning at 15th level, your roid rage is so intense that it ends early only if you fall unconscious or if you choose to end it.Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.Perfected Musculature
At 20th level, you have achieved sick gains beyond that which most mortals can only hope to attain. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.Drugs of Choice
Different Juicers choose different serums to optimize their physical performance. The serum you choose changes how the drugs enhance your body.Berserker Serum
For some juicers, roid serum and its rage are means to an end—that end being violence. Berserkers follow a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.Frenzy
Starting when you choose this serum at 3rd level, you can go into a frenzy during your roid rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.Mindless Rage
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your roid rage, the effect is suspended for the duration of the rage.Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma or Strength modifier depending on what’s most relevant) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.Serum of Giants
Giants use a volatile serum that can dramatically increase their bulk and stature when they juice and enter a roid rage. As they rage, these juicers grow in size as veins bulge and muscle fibers multiply, generally looking like oversized, supernaturally bulked out versions of themselves.Giant's Havoc
Beginning when you choose this serum at 3rd level, while raging you gain the following benefits: Crushing Throw When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll. Giant Stature Your reach increases by 5 feet, and if you are smaller than Large, you become Large, (usually along with anything you are wearing…).Infused Weapon
Starting at 6th level, when enter your roid rage you can also choose one weapon that you are holding and infuse it with residual energy from your serum to gain one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. The infused weapon's benefits are suppressed while a creature other than you wields it. While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.Mighty Impel
At 10th level, your giant frame and strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.Demiurgic Colossus
Starting at 14th level, the power of your serum intensifies. When you enter a roid rage, your reach increases by 10 feet, the extra damage dealt by your Infused Weapon feature increases to 2d6, and your size can increase to Large or Huge (your choice). If you choose to become Huge sized, you can use your Mighty Impel to move creatures that are Large or smaller, however when your rage ends you suffer one level of exhaustion.Cutter's Serum
Cutters like to lace their serum with symbiotic materials to gain strange and unnatural effects. As a cutter, you do not have a fine tuned control over your powers like other symbiote-powered classes but are at the mercy of what is currently activated within your serum.Power Surge
When you choose this serum at 3rd level, the symbiotic energy roiling inside your serum sometimes erupts from you. When you enter your rage, roll on the Power Surge table to determine the symbiotic effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Power Surge Tabled8 | Symbiotic Effect |
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1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | A Tiny holographic entity, your choice of physical appearance, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the hologram explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another hologram, on each of your turns as a bonus action. |
4 | Symbiotic power infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, you can telekinetically return the weapon to your hand at the end of the current turn |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 radiant damage, as uncontrolled electromagnetic radiation lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
7 | Reality begins to ripple around you, destabilizing the surrounding ground. Until your rage ends, the vicinity within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Time Flux
At 6th level, if you fail a saving throw while you are in a roid rage, you can reroll it as the symbiote warps and rewinds time giving you another attempt. You must use the new roll. You can use this ability only once per rage.Unstable Backlash
Starting at 10th level, when you are imperiled during your rage, the symbiotic power within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Power Surge table and immediately produce the effect rolled. This effect replaces any current Power Surge effect.Rage beyond Death
Beginning at 14th level, piloted by forces beyond your control, the symbiotic power that fuels your roid rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.Spellbreaker Serum
Homebrew by /u/Enraric Most Juicers never attempt to learn how to harness symbiotic powers. The clarity of mind required to use powers does not mesh well with the drug-induced rage a Juicer uses to win their battles. There are those, however, who have learned just enough extradimensional theory to augment their serum with traces of sym-biomass to become expert's at negating the magical, otherworldly effects of symbiote users. Juicers using Spellbreaker Serum are often trained and employed by organizations that have a stake in regulating or hunting down rogue symbiote users. Some Spellbreakers however are self-trained or taught by a lone master and hold a grudge against anyone who uses powers and endeavors to slay any power-users that cross their path.Extradimensional Student
When you choose this serum at 3rd level, you gain proficiency in the Extradimensional skill if you don't already have it. You also learn Detect Sym-biomass and can use it through manual derivation (i.e. as a ritual) using Intelligence as your power use ability.Grounding Rage
Beginning at 3rd level, your roid rage helps to cement you in a field of unalterable reality. When you rage you gain temporary hit points equal to 1d6 + twice your Juicer level. While you have these temporary hit points, you have advantage on saving throws against powers and other symbiotic effects. When your rage ends, you lose any remaining temporary hit points gained via this feature.Spellbreaker
Beginning at 6th level, you can draw on the sym-biomass within your serum to activate certain powers that help keep reality in its natural state. While raging, you can use Nullify Power and Counter Power at 3rd level using Intelligence as your power use ability. When you use either of these powers your roid rage immediately ends.Eye for the Preternatural
By 10th level your familiarity with power users allows you to detect when a symbiote is bonded to or used by an individual. If you observe a creature for one minute, you learn if it has power user levels and, if so, what level of power user it is and how many power slots it has remaining.Empowered Spellbreaker
Beginning at 14th level the powers you can use via your serum have grown more poserful and you can use them to capture residual extradimensional energy. When you use Nullify Power and Counter Power using your Spellbreaker feature, they are used at a level equal to one quarter of your Juicer level, rounded up. If you successfully end a power or effect with them, you can immediately expend a use of your roid rage feature to enter a new rage (no action required). When you enter a rage this way, the amount of temporary hit points granted by your Grounding Rage feature increases for this rage by twice the level of the power/effect that you ended.Steady Mind
Beginning at 14th level, if you can use powers via features other than your Spellbreaker feature, you can use them while raging. To do so, you must succeed on a n Intelligence saving throw with a DC equal 10 + the power's level. If you are concentrating on a power when you enter your rage, you can make an Intelligence saving throw with this same DC to continue concentrating on it while you rage.Quick Links
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