Base Class: Barbarian
Barbarians who focus on the chaos of melee combat, fighting fang and claw alongside a loyal friend. A powerful connection to the wild deities, and an uncanny ability to befriend even the wildest of beasts. Bestial fanatics form a deep bond with their pets, and are rarely to be found without a fierce companion at their side, ready to leap into battle at the barbarian's command. Channeling their divine fury and the bond with their chosen deity through bestial wrath and fanatical belief, ravenous in the thrill of the hunt.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Barbarian's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is triggered to fight alongside you while you are raging. Choose a beast that is no larger than Medium that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your barbarian level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Your beast acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. On your turn, you can verbally command the beast where to move as a free action. You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Additionally, when you have the extra attack feature, you can use one or more of your attacks to have your beast make an attack.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. Alternatively it takes 8 hours for the bond to fade and it remains magically bonded if revived during this time.
Bestial Wrath
Beginning at 6th level, when you enter a rage, so does your Barbarian's Companion. While raging, your Barbarian's Companion gains the following benefits:
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They have advantage on Strength checks and Strength saving throws.
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When they make a melee attack using Strength, they gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
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They have resistance to bludgeoning, piercing, and slashing damage.
You animal companions rage is bonded with yours. When either your rage or your companions rage ends, the other rage ends as well. Your bonded rage only ends early if both you and your companion's turn ends and neither of you have attacked a hostile creature since your last turn or taken damage since then.
Brutal Companion
Starting at 10th level, when you command your beast companion to take the Attack action, the beast can make two attacks, the beast also shares your critical score chance.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.