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### Path of the Fleshquake Barbarians on the Path of the Fleshquake are often mellow, easygoing, and genteel. It is only in battles where they have no other choice that they allow this demeanor to falter. Just as their rage twists their minds into a vicious loop of wrath and bloodlust, so too does it twist their bodies, reshaping their bones and swelling their muscles. Skin will shift, blood will churn, and nothing of themselves or their foes will remain. Such a barbarian might be the spawn of a chaotic deity, a victim of magical experimentation, a bearer of a curse, or perhaps a survivor of an encounter with an otherworldly force. In their warp spasm, these barbarians sometimes display exaggerated features of their race, but just as frequently become unrecognizable monstrosities. Whether they resemble a hideous, musclebound version of their normal selves or a unique reflection of the circumstances that brought these powers upon them, these barbarians are comparable to natural disasters on the battlefield. #### Warp Spasm *3rd-level Path of the Fleshquake feature*
When you enter your rage, you undergo a hideous transformation known as your warp spasm. Your anatomy rearranges itself to magnify your strength and endurance, granting you the following benefits while raging: * Your maximum and current hit points increase by an amount equal to your Constitution modifier + half your barbarian level (rounded up, minimum of +1). * If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, you attain the maximum possible size in the space available, and you instantly become Large upon entering a space with sufficient room. Your height and weight increase accordingly. * Your hands transform into massive fists, which are natural weapons. They count as simple melee weapons with the heavy property for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal. They deal 2d6 bludgeoning damage on a hit, and this damage increases when you reach certain levels in this class, increasing to 2d8 at 6th level, 2d10 at 10th level, and 2d12 at 14th level. If you are wielding any other weapons or a shield when you attack with your fists, their damage becomes 2d4 and they lose the heavy property. * Once on each of your turns when you hit a creature with an attack with your fists, you can make a grapple, shove, or throw* attempt on the creature as part of the attack. If the attack is a critical hit, the creature has disadvantage on the contested ability check.
##### Path of the Fleshquake v 4.1 for D&D 5e **Created by:** [u/NotTheDreadPirate](https://www.reddit.com/user/NotTheDreadPirate "u/NotTheDreadPirate's profile")**Art Credit:** [Simon Eckert - Smite Cu Chulainn](https://www.artstation.com/artwork/AW8xm "Simon Eckert - Smite Cu Chulainn")
*Features marked with an asterisk make use of mechanics described in my [Optional Rules](https://www.gmbinder.com/share/-MSnjhnTfzL56IT4_CaG "Optional Rules") document.
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#### Affronting Alteration *6th-level Path of the Fleshquake feature*
The terrible reshaping of your body becomes horrifyingly efficient. While you are raging, your reach is increased by 5 feet, you deal double damage to objects and structures, and your jump distance is tripled. In addition, your fists now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Gruesome Blows *10th-level Path of the Fleshquake feature*
You bloody the field with great ferocity, obliterating entire ranks of opponents. When you hit with a heavy melee weapon attack while raging, each creature you choose within 5 feet of the target, besides the original target, takes half the damage of the attack if the original attack roll would hit them. In addition, while you are raging, you count as one size larger for the purposes of grappling, shoving, and throwing*, and you can attempt to throw a creature within your reach that is not grappled by you. Attempting a throw this way grants the creature advantage on the contested ability check. #### Monstrous Charge *14th-level Path of the Fleshquake feature*
Using the crushing momentum of your massive bulk, you shatter both the bones and the plans of your enemies. If you take the Attack action immediately after moving at least 30 feet in a straight line on your turn while raging, you can choose to make a single melee attack with your action and this attack is a critical hit on a roll of 18-20 on the d20. If the attack hits and you used a heavy weapon, you can choose to use 4d20 in place of the weapon's normal damage die and you can choose to push the target up to 20 feet away from you and knock the target prone. If the target ends this movement early by colliding with a creature or object, both the target and the creature or object it collided with take bludgeoning damage equal to 1d20 + half your barbarian level. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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