Path of the Warp Spasm (5e Subclass)
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Path if the Warp Spasm[edit]
Barbarian Subclass
Drawing their power from the primal forces of nature, Barbarians of the Warp Spasm are granted the power to transform themselves into horrific, bloodthirsty giants in order to destroy their enemies. Entering this state puts them into a mindless frenzy, only paying attention to the deaths they are bringing.
- Warp Spasm
Starting when you choose this path at 3rd level, you can choose to channel the power of nature itself to enter a Warp Spasm when you rage. If you do so, you grow one size larger, and your reach for making melee attacks extends by 5 feet. You also have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
- Fuelled by Evisceration
Beginning at 6th level, you gain strength from slaughtering your foes as violently as possible. When you reduce a creature to 0 hit points when you are raging, you gain temporary hit points equal to the damage you dealt to the creature to kill it.
- The Indomitable
At 10th level, you are thick-skinned enough to withstand almost any blow. You may add your Constitution modifier to your unarmoured defence a second time, so that your AC is equal to 10 + your Dexterity modifier + 2 x your Constitution modifier.
- Never too Many
Beginning at 14th level, your strength allows you to cleave through your enemies, regardless of how many stand in your way. When you make a melee attack during your Warp Spasm, you may choose a single target, or target all creatures (including your allies) within your reach. If you target all the creatures within your reach, make a single attack roll to apply to every enemy, but roll damage for each you hit independently.
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