Most creatures that seek immortality do so for selfish reasons.
Barbarians who walk the Path of the Golem were made immortal
by another, to serve as soldiers untouched by time.
They are servants of their people, whose rage burns as
unending passion for the civilization that made them. These
hulking constructs are created to guard royal tombs, preserve
sacred religious sites, and keep the memory of their people alive
as time wipes their civilization away. They are made of materials
that modern craftsmanship can never hope to use, making them a
living relic from a bygone age. Bearing the weight of such heavy
responsibility is both a burden and a gift, but golems carry out
their mission with tireless perseverance.
History Abides
When you choose this path at 3rd level, your memory of your
charges allows you to preserve and defend the culture of your
people. You gain proficiency in the History skill and your choice
of mason’s, potter’s, or woodcarver’s tools. You are proficient in
any Intelligence check related to any aspect of your peoples’
culture, history, or religion, and your proficiency bonus is doubled
for such checks.
Defy the Ages
Also at 3rd level, you undergo an extensive magical ritual that
allows you to change your body’s composition. Choose one of the
materials listed below. Whenever you rage, you can choose to
transmute your flesh into that material until your rage ends, or
until you end your transformation as a bonus action independent
of your rage. While transformed in this way, your weight
quadruples, you ignore nonmagical difficult terrain, and you gain
the following benefits from your chosen material while
transformed:
Adamantine. Iridescent and alien, adamantine can endure
incredible impacts. You take no damage from falling, and any
critical hit against you becomes a regular hit.
Brimstone. Fiery and foul, brimstone is born from toxic
explosions in the heart of volcanoes. When you take damage from
a creature within 5 feet of you, you can use your reaction to
release an explosion of toxic smog. The target must succeed on a
Constitution saving throw (DC 8 + your proficiency bonus + your
Constitution modifier) or be poisoned and blinded until the start
of its next turn.
Ironwood. Firm and inflexible, ironwood is magically treated
to a hardness that rivals steel, yet lives, grows, and heals as any
other plant. If you have less than half your hit points, you regain a
number of hit points equal to your Constitution modifier (a
minimum of 1) at the start of your turn. You don't gain this benefit
if you have 0 hit points. When you gain these hit points, you can
also remove one of the following conditions from yourself:
blinded, paralyzed, petrified, poisoned, or stunned.
True Ice. Unmeltable and eternal, true ice can absorb
any heat. You resist fire damage, and whenever you
take cold damage, you take no damage and
instead gain a number of temporary hit
points equal to half the damage dealt.
You can change your material choice
when you gain a level in this class.
Life Enduring
Beginning at 6th level, you can channel your supernatural
endurance into your allies. When a creature other than you within
15 feet of you is reduced to 0 hit points but not killed outright, you
can use your reaction to cause it to drop to 1 hit point instead. Both
you and the target gain temporary hit points equal to your
barbarian level + your rage damage bonus. You can use this feature
once per long rest.
In addition, you are nigh-impossible to destroy. If you take
damage that would reduce you to 0 hit points, and the amount of
damage taken is lower than your barbarian level, you instead take
no damage and remain conscious.
Rock of Ages
At 10th level, you cease aging. You also cannot be aged magically,
and no longer need to eat or drink. Your physical ability scores and
hit point maximum can't be reduced, and fatal injuries, such as
decapitation, cannot kill you while you are raging.
Immortal Ornamentation
When you reach 14th level, magic carves itself into your skin
when you rage. Choose one of the following decorations below.
The adornment decorates your form when you transform, granting
you additional benefits.
Colossal. You grow two sizes larger, and your reach increases
by 10 feet. The damage you can deal does not change.
Golem Core. When you enter a rage, choose a damage type
other than bludgeoning, piercing, or slashing. You gain resistance
to that damage type until your rage ends. When you take damage
of a type you resist other than bludgeoning, piercing, or slashing,
you can use your reaction to move up to 10 feet and make a melee
weapon attack. Your rage damage bonus for this attack is the type
of damage you took, and you regain your reaction if you miss.
Moss. Vines, moss, and other hearty vegetation cover your
body, and regrow rapidly as they absorb damage. At the start of
each of your turns while raging, you gain temporary hit points
equal to half your barbarian level.
Runes. Sigils and powerful magical symbols etch themselves
into your skin. When you enter a rage, you use your reaction to
cast the glyph of warding spell on your body, requiring no
components. Constitution is your spellcasting ability for this spell.
When cast in this way, the glyph does not break when moved more
than 10 feet. If a creature targets you with a spell of 3rd-level or
lower, you can use your reaction to immediately enter a rage and
create a Spell Glyph on your person with that spell stored inside
instead of an Explosive Rune.
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