Rozzentarr (Subclass)

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==Path of the Rozzentarr Overview==
In the World of Luctus, the vast majority of people live a sedentary life but some are simply not satisfied to live off the land, some nomadic people would instead rather live off the people. Those folk gather in raiding clans, clans that raid small villages, coasts and farmland to sustain their way of life; and amongst those raiding clans, there is one that stands out for its brutality, its fame, its gratuitous violence and its massacres: The Rozzentarr. The Rozzentarr rarely leave anyone alive, their arrival announced by a bloody mist. Those that do survive a Rozzentarr raid can rarely tell others of what they see as the scars they bear are seared deeply into their minds.
==3rd Level: Incarnation==
Starting at 3rd level, you become an Incarnate, manifesting an ancestral monster within your body as it horrifyingly twists it to resemble that monster with your own bones protruding and grotesque appendages similar to horns and claws piercing from your bloodied husk This modifies how the Base Rage Mechanic works, with Rage now being referred to as Incarnation. While you manifest as an Incarnate, you gain the following benefits:
* You have Advantage on Strength Ability Checks and Saving Throws.
* If you are able to cast Spells, you can't cast them or Concentrate on them while Incarnating.
* When you make a Melee Weapon attack using Strength, you gain a +2 Bonus to the Damage Roll. This Bonus increases as you level like Base Rage.
* You temporarily gain +4 to your Strength Score, ignoring the normal limit of 20 Strength.
* When wielding a two-handed weapon, you apply your strength to damage x1.5 times. (Rounded down)
* You gain a -4 Flat Negative Modifier to your AC.
* You take 1 Flat Damage every turn. This increases by 1 every time your Rage Bonus increases by 1.
* Your creature type changes to Monstruosity.
To end Incarnation, you must contest the hold of your inner monster with your own willpower. You may attempt a Wisdom Saving Throw with a DC of (10 + Half your Barbarian Level) to stop the incarnation. A successful Wisdom Save stops it, with a failure means your Incarnation keeps going for the full duration of your Incarnation. Furthermore, a Rozzentarr must make a similar Wisdom Saving Throw every time they suffer damage to avoid Incarnating as a Visceral Answer. If you run out of hostile creatures during Incarnation, you must attack the closest creature (regardless of affiliation) until Incarnation expires or you successfully end it with a Wisdom Saving Throw.
==6th Level: Wanton Carnage==
Starting at 6th level, once per short rest and as a single Attack Action, you allow your ancestral monster to momentarily guide your blows, guiding your Weapon to shed as much blood as it can. If this Attack hits, it deals Double Damage and you add your Strength modifier to the damage Twice. If a target dies by this Attack, all foes who witness this carnage within 60ft must roll a Wisdom Saving Throw against a DC of (10 + your Barbarian Level + Charisma modifier) or gain the Frightened Condition for one round. If this causes the last enemy on the battlefield to die, then all creatures, including allies, must make this roll as you revel in unnecessary violence.
==10th Level: Whirlwind of Pain==
Starting at 10th level, once per short rest and as a single Attack Action and Movement Action, you whirl around with your Weapon, recklessly aiming to spill blood to all creatures around you. All creatures (including allies) within 20ft of you must make a Dexterity Saving Throw againgts a DC of (10 + Half your Barbarian Level) or take damage equal to (a Normal Attack from your currently Equipped Weapon + your Barbarian Level). Creatures that make the Dexterity Saving Throw take Half-Damage. 
==14th Level: Bloody Mist==
Starting at 14th level, none can escape the rage of an Incarnated Rozzentarr. While you are Incarnating, you ignore all Damage Resistances and Immunities, as well as natural hardness or resilience of any and all objects.
Category:Homebrew Subclasses