Barbarian
Base Class: Barbarian

This Homebrew has an animal form you will be able to choose at 14th level. When you do, your attacks for that form will appear on your sheet as well as any bonuses other stats. 

 *Shifter Race Only*

Weretouched Masters are shifter barbarians that seek to enhance their combat ability through mastery of the beast within. Along with the growing strength of their physical form, Weretouched masters become increasingly wild in spirit and less comfortable in urban settings of society. They grow to prefer the natural environment of their lycanthrope bloodline (whatever that may be). They learn to take on hybrid animal forms as their ancestors did and have a special link to animals that share that heritage eventually learning to fully become the animal for short periods of time. Weretouched Masters seek nothing from other ways of life. If you choose this path, it is a devotion to your ancestral bloodline and is not available to multiclass.

Each Weretouched Master develops differently according to their subrace. Some grow into powerful protectors, some grow into fierce attackers, and still others take different paths. But all Weretouched Masters search to find the perfect balance of their rage and the beast within.

Path of The Weretouched Master Features

Barbarian Level Feature
3rd Weretouched I, Animal Type
6th Weretouched II/Natural Weapon
10th Weretouched III
14th Weretouched IV, Animal Form

 

Weretouched 1

All Weretouched Masters start on their path by gaining the following features.

Wild Empathy -Beginning at 3rd level, you have advantage on Wisdom (Animal Handling) checks dealing with the animal you choose that shares your heritage. At the DM's discretion it can also be similar animals. However, you have disadvantage on Charisma (Persuasion) checks with other humanoids. As you progress, you become more in tune with your animal. At 14th level, your wild empathy is so strong, that you can communicate with animals of your chosen type. 

Raging Hybrid Form- Starting when you choose this path at 3rd level, your shifting trait manifests and is enhanced when you rage, giving you a bipedal hybrid form with animalistic features. Your facial features become more bestial, your body changes shape, you sprout fur or your skin may change to scales or another skin type, you grow a tail if your animal type has one. You can use weapons and armor as normal in this form. 

Claws. Until the rage ends, you manifest a natural weapon. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

At the DMs discretion, you can be allowed to use Dexterity instead of Strength. If you do, you can still apply your rage damage bonus on a successful hit with your natural weapon.

If your rage ends, you return to your base form. You are subject to all the rules of rage as listed in the barbarian class features. You are considered a Shapechanger for the purposes of spells such as Polymorph. 

Your progression in this class is determined by your subrace.

Beasthide

When you rage, you gain temporary hit points equal to 1d6 plus twice your proficiency bonus. While raging, you have a +1 bonus to your Armor Class

Longtooth

When you rage, you gain temporary hit points equal to twice your proficiency bonus. While raging, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage dice increases as you gain levels in this class.

Swiftstride

When you rage, you gain temporary hit points equal to twice your proficiency bonus. While raging, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Wildhunt

When you rage, you gain temporary hit points equal to twice your proficiency bonus. While raging, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.

Animal Type

At 3rd level, choose one animal that represents your lycanthropic heritage. This animal shapes your behavior and physical appearance.

 

*these can be reflavored for any animal*

Ape or Bear

Your hybrid form resembles an Ape or Bear.

Bat

Your hybrid form resembles a Bat.

Boar, Ram, or Rhinoceros

Your hybrid form resembles a Boar, Ram, or Rhinoceros.

Cheetah

Your hybrid form resembles a Cheetah.

Constrictor Snake or Crocodile

Your hybrid form resembles a Constrictor Snake or Crocodile.

Eagle, Falcon, or Owl

Your hybrid form resembles an Eagle, Falcon, or Owl.

Eel, Shark, or Whale

Your hybrid form resembles an Eel, Shark, or Whale.

Fox or Jackal

Your hybrid form resembles a Fox or Jackal.

Honey Badger or Mongoose

Your hybrid form resembles a Honey Badger or Mongoose.

Hyena or Wolf

Your hybrid form resembles a Hyena or Wolf.

Jaguar, Lion or Tiger

Your hybrid form resembles a Jaguar, Lion or Tiger.

Leopard or Puma

Your hybrid form resembles a Leopard or Puma.

Platypus

Your hybrid form resembles a Platypus.

Weretouched 2

Beginning at 6th level, when you rage, you gain new abilities based on your subrace.

Animal Attunement- While raging, the damage die for an attack with your claws increases to 1d8 instead of 1d6. You have a +1 bonus to attack and damage rolls made with Natural Weapons and these attacks count as magical for the purpose of overcoming resistance and immunity. The bonus from this feature increases to +2 at 10th level and +3 at 14th level.

Additionally, your hybrid form improves.

Beasthide Armor

You gain +1 to your unarmored armor class. 

When you Rage and would roll 1d6 additional temporary hit points from your beasthide shifting feature, you can roll 2d6 instead.

This improves to 3d6 at level 10 and 4d6 at level 14. (total of 4). 

Longtooth Ferocity

Beginning at level 6, the piercing damage die for your fangs increases by one size to 1d8. The damage increases again at level 10 to 1d10 and at level 14 to 2d6.

Swifstride Speed

Starting at 6th level, your speed increases by 5'.

While raging, your speed increases an additional 5'. Your speed while raging increases an additional 5' at levels 10 and 14.

Wildhunt Vision

While raging, you have Blindsight* out to 5'. This increases to to 10' at 10th level and 15' at 14th level.

 *This is in addition to any other source of Blindsight you may have.

Weretouched 3

At 10th level, you have an unsettling presence to your enemies.

Animal Presence. You have advantage on Intimidation checks against other humanoids. However, you have disadvantage on Charisma(Deception) checks against other humanoids.

Frightful Shifting. While raging, at the start of your turn, choose 3 creatures within 30' that can see or hear you. The targets must succeed on Wisdom saving throws (DC equal to 8 + your Strength modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The creature takes 3d6 psychic damage.
  • The creature is frightened until the start of your next turn and must use half it's movement to move in a straight line away from you if it is possible to do so. 

You can use this feature a number of times equal to your proficiency bonus and all uses reset on a long rest.

Weretouched 4

You have mastered the beast within and can use rage to exhibit your bestial nature. Beginning at 14th level, Your hybrid form gains new abilities and you can fully shapeshift into your chosen animal.  

Weretouched Adaptation

Your Shifter subrace give you special abilities when you take on your hybrid form. Each one represents how you are in perfect harmony with the beast within and what it represents.

Beasthide Defense

Your thick natural armor and defensive nature can be used to intercept damage intended for others.

Starting at 14th level, when you are raging and an ally within 10' of you is targeted by an attack, spell or effect, you can use your reaction to roll 4d6 and add your Constitution modifier. Your ally gains temporary hit points and you take force damage equal to the roll. The ally can apply the temporary hit points before the triggering effect, spell, or attack.

Longtooth Backlash

You can spot weakness in an enemies attacks and use it against them.

Starting at 14th level, while you are in hybrid form, if a creature within 5' of you causes damage to an ally, then you can use your fangs to make an opportunity attack against the creature. If you hit with your fangs, you can choose to deal damage or knock the opponent prone. If you choose to deal damage, then use the same damage dice, type, and ability modifier as your Longtooth Feral Bite.

Swiftstride Slipout

Beginning at level 14, while in hybrid form, you are especially hard to hold still.

You have advantage on saves against any condition that affects your movement speed. If under a condition affecting your movement, you can use a bonus action at the start of your turn to attempt the relevant save or check to end conditions that are limiting your movement. If no save or check is required then the effect ends. If this bonus action ends the condition, you can take the rest of your turn as normal.

Wildhunt Warning

Your ability to sense your enemies helps your allies.

Starting at 14th level, while you are Raging, no creature within 30 feet of you can make an attack roll with advantage against allies within 5' of you unless the ally is incapacitated.

Animal Form

Beginning at 14th level, you can fully assume the shape of the animal you chose at level 3. Instead of using your normal rage ability, you can shift into animal form similar to a druids wildshape ability. Your animal form uses the stats given here. You stay in animal form until your rage ends or you can end it early as a bonus action, choosing to end or continue raging when you do. You can use this feature once before needing to complete a short rest. 

While in your animal form:

  • The normal rules for rage apply.
  • You retain your ability scores and game statistics unless the animal form description states otherwise.
  • Regardless of the original creatures size, you transform into one your size. If you are small, then your animal form is small also, for example.
  • Any bonuses are given in the animal description.
  • Your attacks are replaced by those in the animal description. You can only take the actions given.
  • Your equipment merges into your new form.
  • When you shift into animal form, you add the animals hit points from the list below as temporary hit points instead of your normal shifting thp.

*Temporary hit points do not stack. 

 Animal Form Temporary Hit Points

  • Ape/Bear: 3d8+6 (19)
  • Bat: 3d4+4 (11)
  • Boar/Ram/Rhinoceros: 3d10+3 (19)
  • Cheetah: 2d8+2 (11)
  • Constrictor Snake/Crocodile: 2d8+6 (15)
  • Eagle/Falcon/Owl: 2d6+3 (10)
  • Eel/Shark/Whale: 3d8+3 (16)
  • Fox/Jackal: 2d8+2 (11)
  • Honey Badger/Mongoose: 4d8+3 (21)
  • Hyena/Wolf: 2d8+5 (15)
  • Jaguar, Lion, or Tiger: 3d6+6 (16)
  • Leopard or Puma: 2d10+4 (15)
  • Platypus: 2d6+2 (9)
Ape/Bear

You transform into your chosen animal.

While in this form:

  • Your speed is 40.
  • You have a climb speed of 30.
  • You have Darkvision 60'.
  • Your armor class is 10 plus your constitution modifier.
  • You can make two attacks with natural weapons as unarmed strikes. Your attacks deal  2d6 damage on a hit. You can choose slashing or bludgeoning, depending on your animal type. Strength is the attack and damage modifier for these attacks.
  • If you hit with both unarmed strikes, you can make one bite attack as a bonus action. This attack deals 1d8 piercing damage and uses strength as the attack and damage modifier.

Base or Hybrid Form.

You are in your base or hybrid form.

Bat

You transform into your chosen animal.

While in this form:

  • Your walking speed is 10'.
  • Your flying speed is 60'.
  • You can use a bonus action to give yourself blindsight 10' until the start of your next turn.
  • You have advantage on Wisdom (perception) checks that rely on hearing 
  • You can add half your proficiency bonus (rounded down) to any dexterity saving throws you make if you can hear.
  • You can make two attacks with your claws that deal 1d8 slashing damage. If you hit with a claw attack, You can attack with your fangs as a bonus action. This attack deals 1d6 piercing damage.
  • When you hit with your bite, it has a bleeding effect. At the start of the targets next turn, it must make a Constitution Saving Throw (DC=8+your strength modifier+your proficiency bonus) or take 1d6 necrotic damage. Undead creatures automatically succeed this saving throw.

Boar/Ram/Rhinoceros

You transform into your chosen animal.

While in this form: 

  • Your speed is 40.
  • You gain +2 to your armor class.
  • You can make one gore/ram attack. this is an unarmed strike that deals 2d6 damage. You choose piercing or bludgeoning. 
  • If you move at least 20 feet straight toward a target and hit it with a gore/ram attack on the same turn, the target takes an extra 2d8 damage. You choose slashing or Bludgeoning. If the target is no more than one size larger than you, it must succeed on a Strength saving throw (DC=8+your proficiency bonus+your strength modifier) or be knocked prone.

Cheetah

You transform into a your chosen animal.

While in this form:

  • Your speed is 60' unless it would already be more.
  • You have Darkvision 60'.
  • You have advantage on Wisdom (Perception) checks.
  • You can attack twice using your claws. Your claws deal 2d6 slashing damage. If you hit with both claw attacks, you can use your fangs to make a bite attack as part of the same action. Your bite deals 1d6 piercing damage. 
  • You can use a bonus action to dash, disengage, or hide.

Constrictor Snake/Crocodile

You transform into your chosen animal. 

While in this form:

  • Your speed is 30'.
  • You have a swim speed of 30'. 
  • You have darkvision 60'.
  • You have advantage on Wisdom (Perception) checks that rely on smell. 
  • You can make one unarmed strike against a target using your fangs. This attacks deals 2d8 piercing damage. If the attack hits, then you can use a bonus action to attempt to grapple the target.
  • Until this grapple ends, you cannot bite another target.
  • If you successfully grapple a creature or have a target grappled at the start of your turn, the target takes 1d6 bludgeoning damage. You can add your Constitution modifier to the damage.

Eagle/Falcon/Owl

You transform into your chosen animal.

While in this form:

  • Your walking speed is 10'.
  • Your flying speed is 60'.
  • You have Darkvision out to 60'
  • You have advantage on Wisdom (perception) checks that rely on sight. 
  • You don't provoke opportunity attacks when you fly out of an enemies reach.
  • You have 2 attacks. You can attack with your talons or beak. Your talons deal 1d8 slashing damage. Your beak deals 1d6 piercing damage.
  • When you hit with your first attack using your talons, you can use your second attack to make a grapple attempt. If you succeed, the target is grappled by your talons and you can fly with them at half your fly speed. You must be able to lift the creatures weight to do this.

Eel/Shark/Whale

You transform into your chosen animal.

While in this form:

  • Your walking speed is 10.
  • Your swim speed is 40.
  • You can breathe underwater.
  • You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • You can make one unarmed strike on your turn. This attack deals 2d8 piercing damage. If the attack hits, the target must succeed on a strength saving throw (DC=8+your proficiency bonus+your strength modifier), or be grappled. 
  • When a target fails on an attempt to break your grapple on their turn, you can use your reaction to make a melee attack against the target. This attack deals 1d8 slashing damage and uses strength as the ability modifier.

Fox/Jackal

You transform into a your chosen animal.

While in this form:

  • Your speed is 50'.
  • You have a burrow speed of 10'
  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • You have Darkvision 60'.
  • You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of you and the ally isn't incapacitated.
  • You can attack twice using your claws or bite. Your claws deal 1d6 slashing damage and your bite deals 2d4 piercing damage. 
  • You can use a bonus action to dash, disengage, or hide. 
  • You can move through the space of hostile creatures without provoking opportunity attacks provided that you have not made a melee attack against or taken a melee attack from that creature during the current round.

Honey Badger/Mongoose

You transform into your chosen animal.

While in this form:

  • You have a burrow and climb speed equal to your walking speed.
  • You have Darkvision 60'.
  • You have immunity to the poisoned condition and resistance to poison damage.
  • You have advantage on saving throws against being frightened.
  • When you succeed on a saving throw against being frightened, you can use your reaction to make a melee attack with one of your natural weapons.
  • You have natural weapon claws that you can use to make 2 melee weapon attacks when you take the attack action. On a successful attack they deal 1d6 slashing damage.
  • You can use a bonus action to attempt to intimidate a creature within 5' of you. If you succeed, the creature has disadvantage on attack rolls until the start of your next turn. 

Hyena/Wolf

You transform into your chosen animal. 

While in this form:

  • Your speed is 40
  • You have advantage on Wisdom (perception) checks that rely on hearing or smell. 
  • You have Darkvision 60'.
  • You have advantage on attack rolls, if you have at least one ally within 5 feet of the target and the ally isn't incapacitated, 
  • When you take the attack action, you can make 2 attacks with your bite. The attacks deal 2d6 piercing damage. 
  • When you hit with your bite, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone. DC=8+your proficiency bonus+your strength modifier.

Jaguar/Lion/Tiger

You transform into your chosen animal.

While in this form:

  • Your speed is 50'.
  • You have Darkvision 60'.
  • You have advantage on Wisdom (Perception) checks.
  • You can make two attacks when you take the attack action, using your claws or your bite. Your claws deal 2d6 slashing damage and your bite deals 1d10 piercing damage. 
  • If the you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed Strength saving throw (DC=8+your proficiency bonus+your strength modifier) or be knocked prone. 
  • If a target is prone, you can make one bite attack against it as a bonus action.

Leopard/Puma

You transform into your chosen animal.

While in this form:

  • Your speed is 50
  • You have a climb speed of 30 feet.
  • You can add half your proficiency bonus (rounded down) to Dexterity Saving Throws.
  • If you succeed on a Dexterity Saving Throw against an effect that would cause damage, you have resistance, if you don't already have it, to the triggering damage type until the start of your next turn.
  • You can make one unarmed strike using your claws that deals 2d4 slashing damage and one using your bite that deals 1d8 piercing damage.
  • If you jump at least 20' toward a creature before making an attack, then you can make two attacks with your claws as an action. If both claw attacks hit, you can make a bite attack as a bonus action.

Platypus

You transform into your chosen animal.

While in this form:

  • You have a burrow and swim speed equal to your walking speed.
  • You have advantage with Wisdom (Perception) checks.
  • You have electrolocation giving you Tremorsense in water up to 20'. A creature does not have to be moving in order for you to locate it using this sense. 
  • You can Dash in water as a bonus action. 
  • Your poisoned claws are natural weapons, that you can use to make two attacks on your turn.
  • On a successful hit, the claws deal 2d6 poison damage.
  • A target you hit with your claws must succeed a Constitution saving throw (DC=8+your proficiency bonus+your strength modifier), or be poisoned until the start of your next turn.

Previous Versions

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5.0 Added Snippets that were missing.
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6.0 Found and fixed errors in "choose your form"
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8.0 Added Primal Scream to Weretouched 3
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8.1 Added Primal Scream at lvl 10.
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9.0 Weretouched 3 has been altered.
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