Barbarian
Base Class: Barbarian

By unlocking these natural world abilities whether through an experimentation or whether through oneself attunement through the natural world this path is for the barbarian that craves to use these powers to help those who find themselves lost within the mist of the world and find that the beast is ever present when it comes to the natural order and that there is always a king of the jungle. 

Unleashed Beast

Your rage draws upon unspeakable energies, making your body undergo a painful and radical transformation. 

You gain an additional way to use rage. 

Your new hands are not fit to use weapons, but you can still interact with basic objects and throw them, and you cannot wear armor. You grow fangs, claws, horns or any other natural weapons fit for your altered form. You can have up to 2 of these natural weapons at once, and they deal 1d8 damage of the type most appropriate between bludgeoning, piercing or slashing. While raging and transformed, you can make a single attack with them as a bonus action when you take the attack action on your turn.

You can choose what form the weapons take from horns to teeth to claws. 

Bestial Evolution

At 6th level, your evolved natural weapons count as magical for the purpose of overcoming resistance and immunity.

You gain an bestial trait that gives it new abilities. You may change your trait every time you gain a level in this class, and you gain a second trait to choose from at 14th level. Choose between Trample, Aquatic, Wings and Climb. You do not need to be raging to use these effects.

 

  • trample. Your altered self gains the ability to charge, pounce, or any similar action fit for it. If you move at least half your speed straight toward a creature and then hit it with a weapon attack in the same turn, you can force the creature to make a Strength saving throw, getting knocked prone on a failure. The DC for this effect equals 8 + your proficiency bonus + your Strength modifier. You can only attempt to charge a creature once on each of your turns.
  • Amphibious. Your altered self gains fins, gills or similar features that make it a fearsome underwater predator. It gains a swimming speed equal to its walking speed as well as the ability to breathe underwater. It also gains darkvision with a range of 60ft, or 120ft while underwater. You also become accustomed to extreme climates, giving you and your altered form resistance to cold and fire damage, and negating the effects of extreme heat and cold.
  • Wings. Your altered self gains feathered or membrane wings which grant it limited flight. You may use your bonus action to grant yourself a flying speed equal to half your speed until the end of your next turn. You may use your bonus action several turns in a row to keep flying, but you lose 5 feet of flying speed for every consecutive round that you spend in the air. You harmlessly glide to the ground when your flying speed becomes 0 because of this effect.
  • Climb. Your altered self's appendages gain suction cups or a similar trait which massively increases its tactile abilities. It gains a climbing speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, large or smaller creatures can only use Athletics to escape its grapple. Creatures grappled by your altered form are Restrained until the grapple ends.

Evolved cruelty

You gain advantage on all perception checks of any source. 

Additionally, your weapon attacks score a critical hit on a roll of 19 or 20.

One with the Beast

Becoming one with the beast allows one to use utilize the extra rage and use it to unlock all forms of the beast for one minute. This also means all to weapons attacks that rely on strength to use and deal damage gain a plus four to them as well. And in addition to all of the beast you gain temporary hit points for a total of 15 as long as you do not take necrotic damage from any source. The movement speed is also increased to a maximum of 60 ft. for the minute that you use the rage. 

All these bonuses end at the end of the rage.  

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