{"name":"Path of the Haze Rager","overview":"The first warriors who ventured into Drakkenheim were doomed.\u00a0Few returned from these early expeditions, and those few who\u00a0survived were forever changed by the experience. A rare few wrestle\u00a0the madness of the Haze through a supernatural rage which allows\u00a0them to channel the eldritch energies of delerium. These Haze\u00a0Ragers thrive on the contaminated power of delerium, transforming\u00a0madness and fear into a weapon. Their practice has given them\u00a0unnatural tolerance for contamination, and some have told legends\u00a0of these barbarians surviving even the most horrific mutations.","hit_dice":"1d12 per level","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1d12 (or 7) + your Constitution modifier per level after 1st","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a greataxe or (b) any martial melee weapon[\/li]\r\n[li](a) two handaxes or (b) any simple weapon[\/li]\r\n[li]An explorer\u2019s pack and four javelins[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Rage[\/b]\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren\u2019t wearing heavy armor:\r\n\r\n[ul]\r\n[li]You have advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.[\/li]\r\n[li]You have resistance to bludgeoning, piercing, and slashing damage.[\/li]\r\n[\/ul]\r\nIf you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven\u2019t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.\r\n\r\n[b]Unarmored Defense[\/b]\r\nWhile 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.\r\n\r\n[b]Reckless Attack[\/b]\r\nStarting 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.\r\n\r\n[b]Danger Sense[\/b]\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n\r\n[b]Contaminated Fury[\/b]\r\n3rd-level Haze Rager feature\r\nStarting when you choose this path at 3rd level, you can channel\u00a0contaminated fury into your weapon strikes. Once per turn while\u00a0you are raging, you can deal an extra 1d8 necrotic damage to a\u00a0target you hit with one of your weapon attacks unarmed strikes.\u00a0This extra damage increases at 2d8 when you reach 10th level,\u00a0and to 3d8 when you reach 14th level.\r\n[br]\r\nIn addition, you can draw contamination into yourself to empower your melee weapon attacks further. When you hit a creature with a melee weapon attack, you can choose to give yourself\u00a0one or more levels of contamination to deal necrotic damage to\u00a0the target, in addition to the weapon\u2019s damage. The extra damage\u00a0is 2d8 for each level of contamination you choose to gain.\r\n[br]\r\n[b]Inured to Corruption[\/b]\r\n3rd-level Haze Rager feature\r\nIf a spell, such as purge contamination, has the sole effect of\u00a0removing Contamination Levels from you, the caster doesn\u2019t\u00a0need material components to cast the spell on you. In addition,\u00a0if the spell would normally cause you to gain exhaustion, you\u00a0don\u2019t gain exhaustion from the spell.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b]Fast Movement[\/b]\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n\r\n[b]Octarine Blood[\/b]\r\n6th-level Haze Rager feature\r\nYou gain resistance to necrotic, poison, psychic, and radiant\u00a0damage, and your hit point maximum can\u2019t be reduced.\r\n[br]\r\n[b]Already a Monster[\/b]\r\n6th-level Haze Rager feature\r\nWhile you are raging, you ignore the Symptoms of any\u00a0Contamination Levels you have gained, except for a\u00a0Monstrous Transformation.\r\nWhenever you would suffer a Mutation from contamination,\u00a0you can roll twice and choose which Mutation you gain.\r\n\r\n[b]Feral Instinct[\/b]\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, if you are surprised at the beginning of combat and aren\u2019t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\r\n\r\n[b]Brutal Critical[\/b]\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n[br][b]\u00a0Consume Corruption[\/b]\r\n10th-level Haze Rager feature\r\nYou gain the ability to cast the purge contamination spell. You can\u00a0do so a number of times per day equal to your proficiency bonus.\u00a0You do not need material components when casting the spell in\u00a0this way. You can\u2019t use this ability on yourself.\r\n[br]\r\n[b]Voices In Your Head[\/b]\r\n10th-level Haze Rager feature\r\nOnce per day you can cast the contact other plane spell. If you\u00a0fail the Intelligence saving throw, you can choose to gain one\u00a0Contamination Level instead of being driven mad.\r\n\r\n[b]Relentless Rage[\/b]\r\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you\u2019re raging and don\u2019t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n\r\nEach 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.\r\n[br][b]One with the Mists[\/b]\r\n14th-level Haze Rager feature\r\nYou can cast gaseous form on yourself. You can do so a number\u00a0of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.\r\n[br]\r\n[b]Breath of the Haze[\/b]\r\n14th-level Haze Rager feature\r\nWhen you enter your rage, you surround the area around\u00a0yourself with a manifestation of the Haze filled with maddening whispers. Mists swirl about you in a 15-foot-radius sphere\u00a0centered on you, which moves with you. The area within the\u00a0mists is lightly obscured. Creatures who begin their turn in the\u00a0mists must make an Intelligence saving throw. The save DC\u00a0equals 8 + your proficiency bonus + your Constitution modifier. A creature who fails this saving throw takes 3d8 psychic\u00a0damage and has its speed halved. Additionally, they cannot\u00a0take reactions until the start of their next turn. When you\u00a0manifest the mists, you can designate any number of creatures\u00a0you can see to be unaffected.\r\n\r\n[b]Persistent Rage[\/b]\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n\r\n[b]Indomitable Might[\/b]\r\nBeginning 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.\r\n\r\n[b]Primal Champion[\/b]\r\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.\r\n","subclass_options":"","table_data":"Level | Proficiency Bonus | Features | Rages | Rage Damage\r\n1st | +2 | Rage, Unarmored Defense | 2 | +2\r\n2nd | +2 | Reckless Attack, Danger Sense | 2 | +2\r\n3rd | +2 | Contaminated Fury,\u00a0Inured to Corruption | 3 | +2\r\n4th | +2 | Ability Score Improvement | 3 | +2\r\n5th | +3 | Extra Attack, Fast Movement | 3 | +2\r\n6th | +3 | Octarine Blood,\u00a0Already a Monster | 4 | +2\r\n7th | +3 | Feral Instinct | 4 | +2\r\n8th | +3 | Ability Score Improvement | 4 |+2\r\n9th | +4 | Brutal Critical (1 die) | 4 |+3\r\n10th | +4 | Consume Corruption,\u00a0Voices In Your Head | 4 | +3\r\n11th| +4 | Relentless Rage | 4 | +3\r\n12th | +4 | Ability Score Improvement | 5 | +3\r\n13th | +5 | Brutal Critical (2 dice) | 5 | +3\r\n14th | +5 | One with the Mists,\u00a0Breath of the Haze | 5 | +3\r\n15th | +5 | Persistent Rage | 5 | +3\r\n16th | +5 | Ability Score Improvement | 5 | +4\r\n17th | +6 | Brutal Critical (3 dice) | 6 | +4\r\n18th | +6 | Indomitable Might | 6 | +4\r\n19th | +6 | Ability Score Improvement | 6 | +4\r\n20th | +6 | Primal Champion | Unlimited | +4","source":"Sebastian Crow's Guide to Drakkenheim","jsondata":"","tags":"Subclass, Barbarian","templateId":"5460","blockId":"1486352","world":"c6d49992-dffb-42e7-88a5-4f7a5cad3692","folder":"25310","isShared":"on"}