Barbarian
Base Class: Barbarian

Some people are raised by clans, some by families, others by single parents. The men and women who take up the path of the wild are the children of the environments they grew around. Most of the time, these infants of mankind are taken in by various animals, whether it be a community of gorillas, a helpful panther or even a pack of wolves. They are children of the wilds, who look humanoid but move like beasts.

Mother Tongue

After years spent in the wilderness, you've learned to communicate with beasts and monsters. At 3rd level you gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain expertise and can use that skill on Monstrosities and Beasts.

In addition, if you can hear a beast or monstrosity for at least 1 minute, you can understand its language, You can then communicate basic ideas and emotions with that creature and other creatures of the same species.

Animalistic Fighter

Because of the lack of tools given to you in the wilderness you were raised in, you've learned to fight with the tools at your disposal, which oftentimes meant your bare hands. Also at 3rd level, You gain proficiency with improvised weapons. Any attack you make with an improvised weapon or with your unarmed strike deals damage equal to 1d6 + your Strength modifier.

This damages increases by 1d6 when you reach the 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

Climb & Swing

Your time spent swinging on vines and climbing trees has lead to you being an expert of moving in rough terrain. At 6th level you gain advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks made to climb difficult surfaces and swing on ropes or vines.

In addition, you learn to use ropes efficiently. With them you may target a surface or object within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grab it (automatically succeeding against objects that are not being worn or carried unless the DM sets a difficulty for a particularly complicated scenario).

Alternatively, if the target is Medium or larger, you can choose to be pulled to it. This automatically succeeds, but this does not grapple it, though if it is a surface or large object, you can choose to hold onto at the point you grappled if there is something to grab on to. Attacks of opportunity generated by this movement have disadvantage.

Wild Demeanor

Living in the wilderness requires awareness and resourcefulness, both of which you have in spades. At 10th level you gain the following benefits:

  • You make all Wisdom (Perception) checks at advantage, due to your need to be on the lookout for predators.
  • You cannot become lost, except by magical means.
  • If you spend at least 1 hour foraging, you can find the materials needed to craft any type of artisan's tools. This set of tools will break after one use.
  • You sleep with one eye open. While asleep, you can keep watch, making a Wisdom (Perception) check. This check cannot benefit from advantage, only disadvantage.

Soul of the Wilderness

You've grown to become one with the wild, not just the one where you were born, but the entire world's. At 14th level your climbing speed becomes double your walking speed and you automatically succeed all Dexterity  (Acrobatics) and Strength (Athletics) checks made to climb difficult surfaces and sing on ropes or vines.

Additionally, you can let the wilds control you. When you are raging, as an action you can cast polymorph on yourself (ignoring the Rage restriction on spellcasting), turning into your choice of Giant Ape or Tyrannosaurus Rex. Once you've used this ability you cannot use it again until you complete a long rest.

Mother Tongue

After years spent in the wilderness, you've learned to communicate with beasts and monsters. At 3rd level you gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain expertise and can use that skill on Monstrosities and Beasts.

In addition, if you can hear a beast or monstrosity for at least 1 minute, you can understand its language, You can then communicate basic ideas and emotions with that creature and other creatures of the same species.

Animalistic Fighter

Because of the lack of tools given to you in the wilderness you were raised in, you've learned to fight with the tools at your disposal, which oftentimes meant your bare hands. Also at 3rd level, You gain proficiency with improvised weapons. Any attack you make with an improvised weapon or with your unarmed strike deals damage equal to 1d6 + your Strength modifier.

This damages increases by 1d6 when you reach the 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

Climb & Swing

Your time spent swinging on vines and climbing trees has lead to you being an expert of moving in rough terrain. At 6th level you gain advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks made to climb difficult surfaces and swing on ropes or vines.

In addition, you learn to use ropes efficiently. With them you may target a surface or object within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grab it (automatically succeeding against objects that are not being worn or carried unless the DM sets a difficulty for a particularly complicated scenario).

Alternatively, if the target is Medium or larger, you can choose to be pulled to it. This automatically succeeds, but this does not grapple it, though if it is a surface or large object, you can choose to hold onto at the point you grappled if there is something to grab on to. Attacks of opportunity generated by this movement have disadvantage.

Wild Demeanor

Living in the wilderness requires awareness and resourcefulness, both of which you have in spades. At 10th level you gain the following benefits:

  • You make all Wisdom (Perception) checks at advantage, due to your need to be on the lookout for predators.
  • You cannot become lost, except by magical means.
  • If you spend at least 1 hour foraging, you can find the materials needed to craft any type of artisan's tools. This set of tools will break after one use.
  • You sleep with one eye open. While asleep, you can keep watch, making a Wisdom (Perception) check. This check cannot benefit from advantage, only disadvantage.

Soul of the Wilderness

You've grown to become one with the wild, not just the one where you were born, but the entire world's. At 14th level your climbing speed becomes double your walking speed and you automatically succeed all Dexterity  (Acrobatics) and Strength (Athletics) checks made to climb difficult surfaces and sing on ropes or vines.

Additionally, you can let the wilds control you. When you are raging, as an action you can cast polymorph on yourself (ignoring the Rage restriction on spellcasting), turning into your choice of Giant Ape or Tyrannosaurus Rex. Once you've used this ability you cannot use it again until you complete a long rest.

Path Of The Wild Image

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