Barbarian
Base Class: Barbarian

Some are called to the path of rage. Others are born to it. In the latter, the rage wells up inside them in its most primal form. Occasionally nature responds gifting these individuals natural weapons and regeneration abilities to augment their fury.

The Beast Rises

At 3rd level when you choose the Path of the Feral Berserker, you gain the following benefits:

Bone Claws - when you enter a Rage or when using a Bonus Action on your turn, you can may unsheathe bone claws from either one or both of your hands. No one else can use them, and you cannot be disarmed of them. You are considered Proficient in these claws, they possess the Light and Finesse weapon properties and the Nick weapon mastery, which you gain. They cause 1d8 Piercing or Slashing damage. Furthermore, any of your Barbarian abilities that normally use Strength (Rage bonus damage, Reckless Attack, Brutal Critical, etc) can be freely used with your claws as well. You also gain the benefits of the Two Weapon Fighting weapon style feat (add manually).

Healing Factor - you can use a Bonus Action to heal using Hit Dice. Any time you heal using Hit Dice, you heal the maximum amount. When you take a Short Rest, you automatically heal hit points as if you spent your Proficiency Bonus in Hit Dice, but you do not need to actually expend those dice.

Bloodlust - some situations cause you to risk losing control of your rage, threatening all around you. Upon gaining the Bloodied condition, the Frightened condition, or an ally falls to 0 HP within your line of sight you must immediately make a DC 15 Wisdom save. If you succeed on the save you may act normally for that turn. On a failure you immediately move up to half your movement speed directly toward the nearest creature and make two Bone Claw attacks against that creature, regardless of them being friend or foe. These attacks score a Critical Hit on a roll of 19 or 20. While Bloodied, you must also make this save at the start of each of your turns.  

Survival of the Fittest

At 6th level your natural abilities mutate even further, granting  you the following:

Heightened Senses - your natural senses increase to near superhuman levels. You gain Proficiency in the Perception skill. If you already have Proficiency, you instead gain Expertise. You also gain Blindsight 10ft. When rolling a skill check to track by scent, you gain Advantage on the roll.

Reinforced Structure - your skeleton becomes stronger and thicker than normal. When benefiting from the Barbarian Unarmored Defense feature, any critical hit against you is negated and becomes just a normal hit. Any effects triggered by a critical hit are cancelled. 

Enhanced Claws - your Bone Claws bypass Resistance to Slashing and Piercing damage, and cause double damage to structures and objects. Furthermore, they gain a +1 to attack and damage rolls (add manually). This bonus increases to +2 and level 11, and +3 at level 17.

Fury Unleashed

At 10th level, you begin to be able to control the fury that resides within you. You gain the following options when taking the Attack action. You can use these abilities a total number of times equal to your Proficiency Bonus, and these uses reset on a Long Rest. You also regain one use on a Short Rest.

Whirlwind Strike - you attack up to 5 enemies within your reach. These attacks are at Advantage and score a Critical Hit on a roll of 19 or 20.

Slashing Run - you run in a straight line 30ft, avoiding all Opportunity Attacks, and attack up to 5 enemies within 5ft of that line. These attacks are at Advantage and score a Critical Hit on a roll of 19 or 20.

Intimidating Ferocity

At 14th level, you can strike terror into others with your menacing presence and primal power. As a Bonus Action, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Path Of The Feral Berserker Image

Comments

Posts Quoted:
Reply
Clear All Quotes