Barbarian
Base Class: Barbarian

Whether it be through eldritch or natural means, your Rage manifests as an abhorrent bestial transformation.

in addition to the mechanical features presented, you might also be inclined to determine your bestial appearance while you are not Raging.

 Die Result (d6)

1

2

3

4

5

6

Description

Your skin is pallid, battered, burned, and scarred from hostilities 

You have patches and tufts of fur likened to your hair color on your body 

 You have extraordinary bushes of hair along your arms, legs, and chest

 Your ears are pointed similar to a beast and your face protrudes a bit

 Your skin takes the texture of a beast's skin (scales, shag, or rubbery)

 Your arms are longer than usual and your legs have a peculiar bend

 

Art by Matt Forsyth from Lost Ones board game

Kindred Bond

The humbling appearance you might bear nudges you toward natural companionship with those who share a more common disposition to yourself.
You gain Expertise in the Animal Handling skill.
You learn to cast speak with animals and animal messenger but only as rituals.

Grizzly Transformation

Starting at 3rd level, when you enter your Rage and for the duration, you undergo a quick transformation into an abominable beast, causing your size to become Large (if possible) and your reach increases by 5 feet. If you can't become Large, you increase in size in what space is permittable without growing to become Large. Your unarmed strikes damage die increases to 1d6 and can deal slashing damage (in addition to being able to deal bludgeoning, not outright replacing).

While Raging, you can make an unarmed strike with your mouth, dealing 1d6 + Strength piercing damage.
On a success, you can attempt to Grapple the target using your mouth as part of the same attack as long as it is at least one size smaller than yourself.
On a success, in addition to being Grappled, the target is also considered Prone and Taunted* while held in your mouth.

You can use this feature once per short rest but regain its use if you would fail a Grapple check against any target.

* = Disadvantage on attack rolls made against targets other than the creature which inflicted the condition upon it.
A target can only be Taunted by one creature at a time, prioritizing the creature who most recently inflicted the condition upon it.

Familiar Instinct

Starting at 6th level, you learn to cast commune with nature but only as a ritual.

Additionally, you gain Advantage on skill checks which relate to aberrations, beasts, or monstrosities such as recalling information about them, tracking them, or training them.
In addition, when dealing damage to humanoids, you deal 1d4 additional damage of the damage source's type to the target.

Lead the Pack

Starting at 10th level, when you enter your Rage, choose a number of other willing creatures within 60 feet equal to your Constitution modifier (minimum of 1) as the crashing of your fel form onto the earth strikes your compatriots with awe and determination.
You bolster the chosen creatures, causing you and each creature you chose to gain 10 temporary hit points.
When the chosen creatures hit a hostile creature with an attack roll, they may deal an additional 1d8 damage of the attack's damage type to the target.

The temporary hit points granted and additional damage increase last for the duration of your Rage.

Rip and Tear

Starting at 14th level, your attacks become deadlier and leave festering wounds as you rend the target's body, mind, and soul.
When you land a critical hit against a creature, you can forego any amount of the additional damage dice granted by your Brutal Critical feature to inflict a bleed on the target.
For each Brutal Critical die forgone, the target begins to bleed for 1d10 acid damage at the start of each of its turns as the wound bubbles and necrotizes. This bleed lasts for 1 minute or until it is dealt fire damage*.

This damage is magical for the purpose of overcoming nonmagical damage resistances.
A creature can only have this bleed applied on them from one source at a time and striking a target with another critical hit while it is under this effect causes the 1 minute timer to reset.

* = An intelligent creature might be smart enough to attempt to cauterize its own wound.

Path Of The Abomination Image

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