Within the realm of primal fury, a mysterious path lies concealed, its true nature veiled in enigma and raw power- the Path of the Secret Beast. This path beckons those who seek to harness the untamed forces of nature and tap into an ancient source of strength. As they embark on this path, barbarians unlock extraordinary abilities that draw on the ferocity and indomitable spirit of an enigmatic creature hidden in the depths of their soul.
Unseen Hunger
Hidden Feature: The Unseen Hunger
Buried deep within the depths of the Path of the Secret Beast lies an obscure secret, a peril that lurks in the shadows of the connection formed with the enigmatic creature. As the barbarian embraces their primal nature, a dormant hunger awakens, woven into the very fabric of their being. This hidden feature unveils a treacherous possibility - if the barbarian neglects to sate their insatiable appetite, a profound transformation may occur.
Transformation benefits:
level 5: Resistance to all nonmagical damage
level 10: You gain blindsight out to 60 feet
level 15:
Swallow. You make one bite attack against a Medium or smaller creature you are grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is
blinded and
restrained, it has total cover against attacks and other effects outside you, and it takes 28
(8d6) acid damage at the start of each of your turns.
If you take 30 damage or more on a single turn from a creature inside you, you must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of you. If you die, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 10 feet of movement, exiting
prone.
**The Call of the Beast**
As the hunger intensifies and the barbarian's physical and mental fortitude wanes from insufficient nourishment, a faint resonance echoes from the depths of their soul. It is the Tarrasque, the latent source of their power, attempting to reclaim dominance over its vessel. This unspoken bond demands sustenance, pushing the barbarian to the brink of relinquishing control. Starting at level 3 when you choose this subclass, you begin to have intrusive thoughts of destruction and hunger.
**The Unseen Transformation**
Starting at level 5 should the barbarian persistently ignore the call and succumb to the insidious hunger, a metamorphosis unfolds. The primal nature of the Tarrasque surges forth, temporarily eclipsing the barbarian's consciousness. In this state, their appearance becomes a distorted reflection of the legendary beast, marked by monstrous features and an insatiable appetite for destruction. The DM and player work together to decide the actions of the character and how long the transformation lasts (recommended 1D4 rounds-1 hour).
**The Struggle for Control**
While under the influence of the Tarrasque's dominion, the barbarian's actions may become unpredictable and chaotic, their unrestrained power clashing with their allies and enemies alike. It is during these moments that the barbarian must summon an indomitable will, fighting against the overwhelming force that seeks to command their every action. Starting at level 10 you may attempt to break out of the transformation by making a contested check of any kind against the Tarrasque, reverting to normal upon a success.
**Overcoming the Beast Within**
Only through the diligent fulfillment of their hunger, by consuming the required sustenance to satiate the Tarrasque's primal desires, can the barbarian maintain control over their own destiny. By acknowledging and embracing the symbiotic connection with the hidden beast, the barbarian can subdue its influence, harnessing its power for their own purpose without sacrificing their autonomy. Beginning at level 17 you can attempt to assert your own control over this transformation by making a DC 17 CON save. A success leaves you in control with the benefits of the transformation. A fail leaves the Tarrasque in control.
Note: The implementation of this hidden feature should be discussed with the Dungeon Master to ensure its compatibility with the game's mechanics and the overall narrative. It can serve as an intriguing aspect of character development and role-playing opportunities, adding depth and complexity to the subclass.
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. 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.
You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). 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.
Claws. 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. 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.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Frightful Presence
Beginning at 10th level, you can use your action to frighten someone with your frightful presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Reflective Hide
Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d20. On a 1-5, you are affected normally. On a 6-10 you gain resistance to the damage type against that attack only. On an 11-19 you are unaffected. On a 20, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
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