Base Class: Barbarian
Barbarians who walk the Path of the Savage Beast tap into the primal, untamed fury that courses through their veins. Unlike other paths, these warriors do not rely on mystical energies or magical abilities, but instead channel their raw, bestial instincts to become relentless predators on the battlefield.
Feral Instincs
Level 3: Feral Instincts Embracing the primal instincts within, you gain advantage on all Strength-based ability checks and saving throws. Additionally, you can choose to enter a feral state as a bonus action. While in this state, you gain the following benefits:
- You gain advantage on Strength (Athletics) check rolls.
- You gain proficiency bonus on improvised weapons.
- You can throw creatures the same size, or smaller than you, If the Creatures used as a weapon deal 1d12 bludgeoning damage and take half the damage dealt.
Bloodlust
Level 6: Bloodlust Your connection to the savage beast within grants you increased resilience on the battlefield. When you reduce a hostile creature to 0 hit points or score a critical hit, you regain hit points equal to your Constitution modifier (minimum of 1 hit point).
In addition when Bloodlust you can attempt to jump the initiative order over a creature, this can be used to dodge or protect an ally. However once you have jumped the order you lose Bloodlust.
Savage Maneuvers
Level 10: Savage Maneuvers
Your mastery of athletic prowess reaches new heights, allowing you to perform daring feats in the midst of combat. You gain proficiency in the Athletics skill and Strength if you don't already have it. Additionally, your melee attacks performed while utilizing athletic maneuvers, such as leaping, sliding, or throwing, have a chance to deal critical damage.
Whenever you make a melee attack after moving at least 10 feet in a straight line or performing a significant athletic action, roll a d20. If the result is 18 or higher, your attack is a critical hit. This critical hit chance increases to 16 or higher at 15th level.
Nullifying Onslaught
Level 14: Nullifying Onslaught
At 14th level, your primal instincts evolve to counter the arcane energies wielded by spellcasters. As an action, you can enter a state of Nullifying Onslaught for 1 minute. During this time:
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You gain advantage on saving throws against spells and other magical effects.
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Your melee attacks deal additional damage equal to your Strength modifier to creatures manifesting arcane energy.
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When you hit a creature that is concentrating on a spell, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or lose concentration on the spell.
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Once during this duration, you can use a reaction to attempt to counter a spell targeting you. Make an ability check using your Strength modifier and proficiency bonus against a DC of 10 + the spell's level. On a success, the spell is negated, and you suffer no ill effects.
Once you use this feature, you can't use it again until you finish a long rest.
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