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Sebastian Crow's Guide to Drakkenheim

Path of the Haze Rager

The first warriors who ventured into Drakkenheim were doomed. Few returned from these early expeditions, and those few who survived were forever changed by the experience. A rare few wrestle the madness of the Haze through a supernatural rage which allows them to channel the eldritch energies of delerium. These Haze Ragers thrive on the contaminated power of delerium, transforming madness and fear into a weapon. Their practice has given them unnatural tolerance for contamination, and some have told legends of 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:

  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simple weapon

  • An explorer’s pack and four javelins


spellcasting:
class features:
Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:  
  • You have advantage on Strength checks and Strength saving throws.
  • 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.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t 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.   Once 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.   Unarmored Defense While 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.   Reckless Attack Starting 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.   Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.   You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   Contaminated Fury 3rd-level Haze Rager feature Starting when you choose this path at 3rd level, you can channel contaminated fury into your weapon strikes. Once per turn while you are raging, you can deal an extra 1d8 necrotic damage to a target you hit with one of your weapon attacks unarmed strikes. This extra damage increases at 2d8 when you reach 10th level, and to 3d8 when you reach 14th level.
In 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 one or more levels of contamination to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for each level of contamination you choose to gain.
Inured to Corruption 3rd-level Haze Rager feature If a spell, such as purge contamination, has the sole effect of removing Contamination Levels from you, the caster doesn’t need material components to cast the spell on you. In addition, if the spell would normally cause you to gain exhaustion, you don’t gain exhaustion from the spell.   Ability Score Improvement When 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’t increase an ability score above 20 using this feature.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.   Octarine Blood 6th-level Haze Rager feature You gain resistance to necrotic, poison, psychic, and radiant damage, and your hit point maximum can’t be reduced.
Already a Monster 6th-level Haze Rager feature While you are raging, you ignore the Symptoms of any Contamination Levels you have gained, except for a Monstrous Transformation. Whenever you would suffer a Mutation from contamination, you can roll twice and choose which Mutation you gain.   Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.   Brutal Critical Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.
 Consume Corruption 10th-level Haze Rager feature You gain the ability to cast the purge contamination spell. You can do so a number of times per day equal to your proficiency bonus. You do not need material components when casting the spell in this way. You can’t use this ability on yourself.
Voices In Your Head 10th-level Haze Rager feature Once per day you can cast the contact other plane spell. If you fail the Intelligence saving throw, you can choose to gain one Contamination Level instead of being driven mad.   Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each 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.
One with the Mists 14th-level Haze Rager feature You can cast gaseous form on yourself. You can do so a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.
Breath of the Haze 14th-level Haze Rager feature When you enter your rage, you surround the area around yourself with a manifestation of the Haze filled with maddening whispers. Mists swirl about you in a 15-foot-radius sphere centered on you, which moves with you. The area within the mists is lightly obscured. Creatures who begin their turn in the mists must make an Intelligence saving throw. The save DC equals 8 + your proficiency bonus + your Constitution modifier. A creature who fails this saving throw takes 3d8 psychic damage and has its speed halved. Additionally, they cannot take reactions until the start of their next turn. When you manifest the mists, you can designate any number of creatures you can see to be unaffected.   Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.   Indomitable Might Beginning 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.   Primal Champion At 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.
subclass options:
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Contaminated Fury, Inured to Corruption3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Octarine Blood, Already a Monster4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Consume Corruption, Voices In Your Head4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5One with the Mists, Breath of the Haze5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

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