Barbarian
Base Class: Barbarian

The Barbarians that go down this path are cursed with feral rage that disfigure the bones in their arms. These bones tear through their knuckles when their rage takes over. The tribes that follow this path learn to use this to their advantage. They use these sharp bones as claws using them to hunt and fight. Feral Claw Barbarians rip into their foes with everlasting ferocity.

Feral Weapon

Starting at 3rd level, when you enter your rage, jagged claws seemingly made of your own bone burst from your knuckles. These Feral Weapons are classified as natural weapons and deal 1d6 slashing damage plus your strength modifier and the bonus damage from rage. The damage dealt with these claws increases to 2d6 at 6th-level and 3d6 at 14th-level.

Additionally, when you take an action to attack using your Feral Weapons you can use your bonus action to make a second attack. You can only use this feature while rage is active.

Animalistic Vitality

Starting at 6th level, your animalistic rage enables you to recover vitality lost in battle. At the beginning of each of your turns you heal 1d6 plus your strength modifier. You can use your bonus action to activate this feature and it lasts for 1 minute. You can't use this feature again until you have completed a long rest.

With the continual use of your Feral Weapons, you have gotten used to the pain of your claws bursting from your knuckles, so now your Feral Weapons can extend and retract at will. You can use your claws even when you aren't raging.

Everlasting Ferocity

Starting at 10th level, your claws have become contorted and grotesque due to the continual use of them. This has enabled them to tear through your enemies. When you attack a creature with your claws they must make a constitution saving throw DC 12 plus your proficiency bonus. On a failed save, the creature bleeds from its lacerations. At the beginning of each of its turns it takes 1d6 necrotic damage. This effect lasts until the creature is reduced to 0 hit points or until it gets treated with a DC 14 medicine check.

Also, your Animalistic Vitality now also heals you for 1d8 plus your strength modifier. Additionally, while raging you have resistance to all damage types except psychic damage.

Ravaging Beast

Starting at 14th level, you have mastered your techniques with your feral abilities. You have trained and honed in skills that make you a true animal. You gain the following benefits:

  • Horrific Pounce. As a bonus action you can leap towards any creature within 20 ft of you, you make 1 unarmed strike using your Feral Weapons and the creature must make a strength saving throw DC 10 plus your strength modifier and your proficiency bonus. On a failed save, the creature is knocked prone. If the creature succeeds on the saving throw the creature is not knocked prone. You can use this feature once every short rest.

     
  • Deadly Lacerations. Your Everlasting Ferocity bleed effect now deals 2d6 necrotic damage at the beginning of the affected creature’s turn.

     
  • Ferocious Vitality. Your Animalistic Vitality now heals you for 1d10 plus your strength modifier. Also, due to the continual stress your mind while raging, you are able to resist psychic attack. You gain resistance to psychic damage while your rage is active.

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