Base Class: Barbarian
Barbarians of this path are led through a spiritual journey, as the barbarian channels the power of nature spirits in order to augment and enhance their capabilities. These spirits can fill you with supernatural might and resolve in battle, manifesting in magical surges that fuel your barbarian rage.
Feral Surge
At 3rd level, you channel primal fury in order to alter your body with bestial adaptations. Natural weapons you manifest count as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it. While you are raging, you can expend a use of Feral Surge and choose one of the following effects to produce:
Beast Hide. You bolster your resilience by adopting a bestial hide to take the blow. When you are hit by an attack, or you fail a saving throw, you can expend one use of your Feral Surge and use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
Daunting Roar. You channel raw primal energy and let out a menacing roar. You can expend one use of your Feral Surge as an action, causing creatures of your choice within 30 feet of you that can hear you to succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Instinctive Retaliation. When you are attacked by hostiles, your animalistic instincts cause you to fight back. When a creature hits you with an attack, you can expend one use of your Feral Surge and use your reaction to make a melee weapon attack against the creature.
Primal Strike. One of your hands transforms into a claw used to maul your foes. You can expend one use of your Feral Surge as a bonus action to make a melee weapon attack with your claw. It deals 2d6 slashing damage on a hit.
Swiftstride. Your legs morph with bestial characteristics allowing you to move at a greater pace. You expend one use of your Feral Surge as a bonus action, causing your walking speed to increase by 10 feet, and your movement doesn’t provoke opportunity attacks until the end of your next turn.
Tail Whip. You summon a tail able to trip your enemies, giving you and your allies the upper hand in combat. You expend one use of your Feral Surge as an action to make a melee attack with your tail against a creature within 10 feet of you. It deals 1d6 bludgeoning damage on a hit. If you hit a target with this attack, they must make a Dexterity saving throw. On a failed save, you knock the target prone.
If an option requires a saving throw, your Feral Surge save DC equals 8 + your proficiency bonus + your Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Wild Companion
At 3rd level, you gain the ability to summon a nature spirit that assumes an animal form: as an action, you can expend a use of your Rage feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to your barbarian level divided by 3, rounded down.
Primal Boon
At 6th level, you can conduct a shamanic ritual that imbues you with different kinds of supernatural abilities. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
Climbing Claws
Each of your hands transforms into a claw, specialised in climbing capabilities. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Formidable Might
You gain the overwhelming might of large predators. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Natural Camoflauge
Your body shifts and adapts to blend in with natural environments. You gain advantage on Dexterity (Stealth) checks in natural environments such as plains, forests, caves and mountains. Determining whether you are in a natural environment or not will be up to DM discretion.
Prey's Vigilance
You gain the alert senses of prey. You gain a bonus to your initiative equal to your Constitution modifier, and you can't be surprised while you are conscious.
Stalker's Senses
You gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Waterborn Heritage
Your body naturally adapts to underwater conditions. You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Spirit Seer
At 10th level, you have become more attuned to the natural world around you and can better control the spirits around you. As a result, whenever you make a Charisma check to interact with a beast or fey, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).
In addition, you are able to call forth nature spirits to protect you and nearby allies, as well as bolster their resolve. As a bonus action, you create an aura that extends to 15 feet in every direction that lasts for 1 minute. When you or an ally within the aura are targeted by an attack, you can use your reaction to impose disadvantage on that attack. If that attack misses, the target of the attack gets advantage on the next attack roll, ability check or saving throw it makes before the start of your next turn.
Once you activate this aura, you can’t do so again until you finish a short or long rest.
Soul of the Wild
At 14th level, your soul is intertwined with the spirits of nature around you, giving you the ability to transform yourself into a vicious beast. You’re equipment merges into your new form or is worn by it, and you retain the benefit of any features from your class, race, or other source. As an action, you can transform into a ferocious beast, gaining the following benefits for 1 minute:
- Your size becomes large.
- You have resistance to all damage.
- Your allies have advantage on attack rolls against any creature within 5 feet of you that is hostile to you.
- The bonus damage you gain from your Rage feature is doubled.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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