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# Path of the Mutant Hog Irradiated from the Dawnking's ret crystal experiments, you've adapted to your body's changes. You clad yourself in scrap found in the wastes surrounding the Copper Citadel and wield unconventional weapons. Barbarians of the Mutant Hog supplement their inner rage with the changes that come from irradiating oneself with ret crystals. Most have also found their hulking bodies well suited to more unconventional weapons, such as massive fishing hooks attached to chains, whole wagon wheels with rope, or great slabs of scrap. ## Irradiated Wastelander At 3rd level when you choose this path, you gain proficiency in two of the following tool sets: Carpenter's tools, Leather worker's tools, Smith's tools, Tinker's tools. You also gain proficiency with improvised weapons when raging. You also count as one size larger. ## Junker Weaponry You also create a custom scrap weapon, which is considered an improvised weapon with the heavy property, choosing a scrap type (hook, wheel, or concrete) and then a modification (chain, pulley, or bolts). ### Scrap Type ***Hook.*** Your scrap weapon is an enormous hook, whether that be the leg of a Copper Abomination or an Eeleviathan fishing hook. It deals 1d12 piercing damage and you may attempt to grapple targets with the hook as a bonus action. ***Wheel.*** Your scrap weapon is a giant wheel, either taken from a destroyed industrial cart or its a cog of a clock tower. It deals 1d10 bludgeoning damage and has the versatile (1d12) property. It grants +1 AC and 1/2 cover when two-handed. ***Concrete.*** Your scrap weapon is some hunk of concrete or rubble from the wastelands. It deals 2d6 bludgeoning damage and creatures hit by it must make a Strength save against a DC = 8 + your proficiency bonus + your Strength bonus or be knocked back 5 ft. ### Modification ***Chain.*** Your scrap weapon has been attached to a chain. It has a normal reach of 10 ft. when attacking. As an action you can throw your scrap weapon at a target (with a range of 20/60 ft). You can use this action up to a number of times equal to your Rages. Pulling the weapon back by the chain is a free action. ***Pulley.*** Your scrap weapon has been modified with a pulley system, allowing it be charged and spin. While wielding your weapon in one hand and as a bonus action before attacking you can charge the weapon by pulling taut the pulley, when you attack you deal an extra 1d6 + half your Barbarian level damage of the same type as your scrap weapon. As a free action if you charged the weapon, you can spin it after an Attack, roll 1d6. On a 5 or 6 roll your weapons damage again with the extra charge damage and lose your Attack next turn. ***Bolts.*** Your scrap weapon has been fortified with bolts and nails and planks of wood. It deals an extra 1d6 slashing damage and gives +1 AC. ## Take a Breather At 6th level, you have learned to craft the medicine junkers from the wastes have developed that reacts with the ret crystal irradiation in you when inhaled. During a long rest you may craft a number of these inhalers up to a number of times equal to your proficiency bonus. As a bonus action while raging, you can breathe in this chemical, regaining 1d8 + your Barbarian level hit points and resistance to elemental damage for 10 minutes. ## Junker Gunsmithing At 10th level, you've learned the art of junker gunsmithing and created either a Scrapgun, Blazer, or Sludgebelcher. You can use your junker gun up to a number of times equal to the number of rages you have (max 6). Your junker gun is an improvised weapon and ou may add your rage damage to attacks made with it. Your save DC for the junker guns is equal to 8 + your proficiency bonus + half your Barbarian level. ***Scrapgun.*** A makeshift shotgun designed to be fed metal and rock scrap. As an action you can attack with the scrapgun. When you use the scrapgun all creatures in a 15 ft. cone must make a Dexterity saving throw. A creature takes 3d6 piercing damage and is pushed back 15 ft. on a failed save and half as much on a successful one and isn't pushed back. ***Blazer.*** A flamethrower that is fueled with oil and chemicals. As an action you can attack with the blazer. When you use the blazer all creatures in a 5 ft. by 30 ft. line must make a Dexterity saving throw. A creature takes 3d6 fire damage and takes 1d6 fire damage at the start of their turns until they put out the fire on a failed save and half as much damage on a successful one and isn't set ablaze. ***Sludgebelcher.*** A launcher designed to fire out gouts of sludge and tar. As an action you can attack with the sludgebelcher. When you use the sludgebelcher you cover a 15 ft. by 15ft. square of ground in sludge. Any creatures caught in this area when you use the weapon and at the beginning of their turn must make a Constitution saving throw. A creature takes 3d6 acid damage and is slowed on a failed save and half as much damage and isn't slowed on a successful one. ## Apocalypse Ain't Over At 14th level you gain a second Extra Attack and can replace attacks during your Attack action with your scrap weapon's special actions or with uses of your junker gun. You are also immune to fire, acid, and poison damage while raging. \pagebreak