Barbarian
Base Class: Barbarian

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. 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

 

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.

 

Jumping

 

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

 

Swimming

 

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

 

The Awakened Beast

10th-level Path of the Beast feature

Once per day, while you are raging, you may take an action to transform as if the spell polymorph (2024) was cast upon yourself with the following changes:

  1. Instead of gaining temporary hit points equal to that of the beast you transform into. You instead gain temporary hit points equal to 5 times your Barbarian level, or the hit points of the beast form you transform into (whichever is lowest).
  2. The effect does not end when you have no temporary hit points. 

This effect does not end your rage as it is a class feature and not a spell.

You must maintain concentration on this effect as if you would a spell. The effect ends if your rage ends, you lose concentration on the effect, are incapacitated, are unconscious or drop to zero hit points. 

You regain one use of this feature on a short rest. Once you have done so, you cannot regain a use of this feature until you have completed a long rest. 

While this effect is active you retain the following barbarian/rage features if you had access to them otherwise:

Rage Duration

Danger Sense

Feral Instinct

Relentless Rage

Once you reach level 14 in this subclass you gain one additional use of your "Awakened Beast Feature. And, your "Awakened beast" gains the following features. 

Also, when you reach level 14 in this subclass, while this effect is active you retain the following additional barbarian/rage features if you had access to them otherwise:

Damage Resistance (B/S/P)

Rage Damage

Strength Advantage

Reckless Attack

Brutal Strike

Improved Brutal Strike

Indomitable Might

Call the Hunt

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Alternatively you may choose to give a creature that accepts this feature 5 temporary hit points. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. 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

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.

Jumping

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

The Awakened Beast

The Awakened Beast

10th-level Path of the Beast feature

Once per day, while you are raging, you may take an action to transform as if the spell polymorph (2024) was cast upon yourself with the following changes:

  1. Instead of gaining temporary hit points equal to that of the beast you transform into. You instead gain temporary hit points equal to 5 times your Barbarian level, or the hit points of the beast form you transform into (whichever is lowest).
  2. The effect does not end when you have no temporary hit points. 

This effect does not end your rage as it is a class feature and not a spell.

You must maintain concentration on this effect as if you would a spell. The effect ends if your rage ends, you lose concentration on the effect, are incapacitated, are unconscious or drop to zero hit points. 

You regain one use of this feature on a short rest. Once you have done so, you cannot regain a use of this feature until you have completed a long rest. 

While this effect is active you retain the following barbarian/rage features if you had access to them otherwise:

Rage Duration

Danger Sense

Feral Instinct

Relentless Rage

Once you reach level 14 in this subclass you gain one additional use of your "Awakened Beast Feature. And, your "Awakened beast" gains the following features. 

Also, when you reach level 14 in this subclass, while this effect is active you retain the following additional barbarian/rage features if you had access to them otherwise:

Damage Resistance (B/S/P)

Rage Damage

Strength Advantage

Reckless Attack

Brutal Strike

Improved Brutal Strike

Indomitable Might

Call the Hunt

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Alternatively you may choose to give a creature that accepts this feature 5 temporary hit points. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Your Awakened beast feature gains additional features as detailed under that feature.

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