Base Class: Barbarian
In progress
Feral Weapons
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal bludgeoning damage equal to your unarmed strike damage to one creature grappled by you.
Natural Hunter
You gain proficiency in the stealth and survival skill
Rip and Tear
Beginning at 6th level, the feral power within you increases, causing the natural weapons of you use in combat to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
This applies to grapple damage as well.
Additionally, you can change the damage type of your unarmed attacks between bludgeoning, piercing and slashing.
Feral Confidence
You gain proficiency on Wisdom saving throws and advantage on saves against fear.
While raging, you are immune to fear effects.
Alpha Hunter
You gain advantage on intimidation checks and, when you roll below a 9 you are always considered to have rolled a 9 on the check.
Beasts will no longer attack you unless magically compelled or you attack them first. You can also make a persuasion or intimidation roll in place of an animal handling roll in order to cause them to assist you. This assistance is limited to basic commands (Flee, Attack, Stay, etc.)
While raging your unarmed damage is increased to a d8, or a d12 if you have nothing in your other hand and you may attempt a grapple as a bonus action.
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