Base Class: Barbarian
Gift of the Jackal
When you chose this path at level 3rd level you get the following features:
Jackal Transformation
3rd level-Path of the Beast Within feature
When you enter your rage, you can transform, revealing the bestial power within you. You can speak, use equipment, and wear armor in this form.
Bestial Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
Starting at 10th level, you have advantage on the saving throw caused by the Bestial Bloodlust feature.
Claws of the Beast
Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 (1d8 at 8th level and 1d10 at 14th level) slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Bite of the Beast
Your mouth transforms into a bestial muzzle. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Howl of the Beast
At the start your rage, you howl to strike fear in the hearts of your prey, and you can howl again on each of your turns as a bonus action. All creatures within 40 ft of you must make a WIS saving throw (DC equal to 8 + your proficiency bonus), or be frightened of you until the end of your next turn
You can use this feature a number of times half of your proficiency bonus (rounded down), and you regain all expended uses of it when you finish a long rest. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Deafened creatures automatically pass the saving throw
Stalker's Prowess
6th-level Path of the Beast Within feature
At 6th level, you gain the following features:
Improved Weapons of the Jackal
The feral power within you increases, causing the natural weapons of your Shifting Rage to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You gain a +1 bonus to attack rolls made with your natural weapons. This bonus increases by 1 at 10th level.
Improved Weapons of the Jackal (level 10)
You gain a +1 bonus to attack rolls made with your natural weapons.
Speed of the Jackal
Your walking speed increases by 10 feet while in your shifted form.
Infectious Fury
10th-level Path of the Beast Within feature
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
One With The Beast
14th-level Path of the Beast Within feature
You have embraced the Beast in your blood and learned to control it to some extent, allowing you to use its full power.
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When you make a critical attack with your natural weapons, you roll one more weapon damage die
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You can howl up to 60 feet. When you howl, all other creatures that can hear you in within this range take 6 psychic damage.
- When you kill a creature with a natural weapon attack, you can, as a bonus action, use the remainder of your movement to move to, and attack the nearest hostile creature with your claws or muzzle.
Bestial Bloodlust.
If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
Starting at 10th level, you have advantage on the saving throw caused by the Bestial Bloodlust feature.
Claws of the Beast
Claws of the Beast
Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 (1d8 at 8th level and 1d10 at 14th level) slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Bite of the Beast
Bite of the Beast
Your mouth transforms into a bestial muzzle. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Howl of the Beast
Howl of the Beast
At the start your rage, you howl to strike fear in the hearts of your prey, and you can howl again on each of your turns as a bonus action. All creatures within 40 ft of you must make a WIS saving throw (DC equal to 8 + your proficiency bonus), or be frightened of you until the end of your next turn
You can use this feature a number of times half of your proficiency bonus (rounded down), and you regain all expended uses of it when you finish a long rest. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Deafened creatures automatically pass the saving throw
Stalker's Prowess
Stalker's Prowess
6th-level Path of the Beast Within feature
At 6th level, you gain the following features:
Improved Weapons of the Jackal
The feral power within you increases, causing the natural weapons of your Shifting Rage to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You gain a +1 bonus to attack rolls made with your natural weapons. This bonus increases by 1 at 10th level.
Improved Weapons of the Jackal (level 10)
You gain a +1 bonus to attack rolls made with your natural weapons.
Speed of the Jackal
Your walking speed increases by 10 feet while in your shifted form.
Infectious Fury
Infectious Fury
10th-level Path of the Beast Within feature
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
One With The Beast
One With The Beast
14th-level Path of the Beast Within feature
You have embraced the Beast in your blood and learned to control it to some extent, allowing you to use its full power.
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When you make a critical attack with your natural weapons, you roll one more weapon damage die
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You can howl up to 60 feet. When you howl, all other creatures that can hear you in within this range take 6 psychic damage.
- When you kill a creature with a natural weapon attack, you can, as a bonus action, use the remainder of your movement to move to, and attack the nearest hostile creature with your claws or muzzle.
Jackal Transformation
Jackal Transformation
3rd level-Path of the Beast Within feature
When you enter your rage, you can transform, revealing the bestial power within you. You can speak, use equipment, and wear armor in this form.
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