Base Class: Barbarian
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
Beastial Form
Chomp: Your mouth transforms into a fanged maw. It deals 1d10 + Strength piercing damage, and once per turn when you hit with it, you inflict the creature with poisoned (later can choose paralyzed). You may do this an amount of times equal to your constitution doubled.
Claws: Each of your hands transforms into claws, which count as light weapons and deal 1d8 slashing damage. When you take the Attack action and attack with a claw, you can make one additional claw attack as part of the same action (no bonus action needed).
Tail: Your tail becomes a flexible, spiked appendage. It has a 10-foot reach and deals 1d12 bludgeoning damage. When a creature you can see hits you with an attack, you can use your reaction to potentially knock the creature prone (Dc = 10+Strength + Proficiency).
Legs: Your legs twist into powerful limbs built for feral motion. Your movement speed increases by 10 feet while raging. You can Dash as a bonus action on each of your turns while raging. When you move at least 20 feet straight toward a creature and hit it with a melee attack on the same turn, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Chest: Thick plates, fur, or chitin cover your torso. While raging, you gain a +1 bonus to AC and resistance to force damage. If a creature within 5 feet hits you with a melee attack, it takes damage equal to your Constitution modifier (minimum 1) as your hide’s spines, heat, or toxic blood lash out.
Back: Your back sprouts monstrous appendages such as spines, spectral limbs, insectoid wings, or tentacle like growths manifestations of your unleashed rage.
- Wings of the Predator: You sprout temporary, unnatural wings. You gain a flying speed equal to your movement speed, but you must land by the end of your turn or fall if you are still airborne.
- Spined Carapace: Your back sprouts bony or crystalline spines. When a creature within 10 feet hits you with a melee attack, it takes 1d6 piercing damage as your spines lash out. You can deal this damage a number of times per rage equal to your Constitution modifier (minimum 1).
- Grasping Limbs: A pair of spectral or chitinous arms grow from your back. You can use a bonus action on your turn to Grapple or Shove a creature within 5 feet using these limbs (using your Strength). These limbs can’t wield weapons or shields.
Beastial Choice: Back
Back: Your back sprouts monstrous appendages such as spines, spectral limbs, insectoid wings, or tentacle like growths manifestations of your unleashed rage.
Wings of the Predator: You sprout temporary, unnatural wings. You gain a flying speed equal to your movement speed, but you must land by the end of your turn or fall if you are still airborne.
Spined Carapace: Your back sprouts bony or crystalline spines. When a creature within 10 feet hits you with a melee attack, it takes 1d6 piercing damage as your spines lash out. You can deal this damage a number of times per rage equal to your Constitution modifier (minimum 1).
Grasping Limbs: A pair of spectral or chitinous arms grow from your back. You can use a bonus action on your turn to Grapple or Shove a creature within 5 feet using these limbs (using your Strength). These limbs can’t wield weapons or shields.
Beastial Choice: Chest
Chest: Thick plates, fur, or chitin cover your torso. While raging, you gain a +1 bonus to AC and resistance to force damage. If a creature within 5 feet hits you with a melee attack, it takes damage equal to your Constitution modifier (minimum 1) as your hide’s spines, heat, or toxic blood lash out.
Beastial Choice: Chomp
Chomp: Your mouth transforms into a fanged maw. It deals 1d10 + Strength piercing damage, and once per turn when you hit with it, you inflict the creature with poisoned (later can choose paralyzed). You may do this an amount of times equal to your constitution doubled.
Beastial Choice: Claws
Claws: Each of your hands transforms into claws, which count as light weapons and deal 1d8 slashing damage. When you take the Attack action and attack with a claw, you can make one additional claw attack as part of the same action (no bonus action needed).
Beastial Choice: Legs
Legs: Your legs twist into powerful limbs built for feral motion. Your movement speed increases by 10 feet while raging. You can Dash as a bonus action on each of your turns while raging. When you move at least 20 feet straight toward a creature and hit it with a melee attack on the same turn, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Beastial Choice: Tail
Tail: Your tail becomes a flexible, spiked appendage. It has a 10-foot reach and deals 1d12 bludgeoning damage. When a creature you can see hits you with an attack, you can use your reaction to potentially knock the creature prone (Dc = 10+Strength + Proficiency).
Beastial Soul
Your natural weapons count as magical for overcoming resistance and immunity.
At level 14 you may switch between any adaptations at the cost of a bonus action while raging.
Choose three Adaptations whenever you finish a short or long rest:
Climbing Grip: You gain a climb speed equal to your walking speed, and you can climb difficult surfaces without checks.
Swimming Form: You gain a swim speed equal to your walking speed and can breathe underwater.
Predator’s Leap: Your jump distance is tripled, and when you land from a jump, you can make a melee attack as part of the same movement.
Electrified Hide: While raging, your body crackles with primal energy. When a creature hits you with a melee attack, it takes lightning damage equal to your Constitution modifier (minimum 1). Additionally, you have resistance to lightning damage.
Venomous Blood: Your blood becomes toxic or caustic. When you are hit by a melee attack, you can use your reaction to force the attacker to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, it takes 2d8 poison or acid damage (your choice) and has disadvantage on its next attack roll.
Echolocation: You gain blindsight out to 30 feet while raging, but are deafened while using this adaptation. You also gain advantage on Perception checks that rely on hearing.
Charging Frame: When you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, the target takes an extra 1d8 damage and must succeed on a Strength saving throw or be pushed 10 feet.
Primal Dominion
Choose one of the following effects. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the effect lasts until the end of your next turn.
Instinct Overload: The creature is overwhelmed by feral impulses. It must immediately use its reaction (if available) to make a melee attack against another creature of your choice that you can see. If no valid targets exist, it takes 2d10 psychic damage instead.
Fear of the Apex: The creature becomes frightened of you until the end of your next turn.
While frightened in this way, its speed is reduced to 0 if it can see you.
Corrupted Blood: The creature’s body convulses with mutation. At the start of its next turn, it takes 2d8 damage of the same type as your natural weapon (piercing, slashing, or bludgeoning), and it can’t regain hit points until the end of that turn.
At Level 14, you can evolve this feature:
When a creature fails its save against your Primal Dominion, you can cause a second creature of your choice within 15 feet of the target to also make the same saving throw.
Call of the Beast
When you enter your rage, you can choose creatures up to your constitution modifier (Minimum of 1) within 30 feet of you. They gain one of the following effects of your choice until your rage ends:
Predator’s Instinct: They gain +10 feet movement speed and advantage on opportunity attacks.
Thick Hide: They gain temporary hit points equal to your Barbarian level + Constitution Modifier.
Pack Instinct: Your allies gain feral coordination. When an ally you affected hits a creature with a melee attack, another affected ally can use their reaction to make one melee attack against that same target. This effect can trigger once per turn per ally.
Aspect of the apex: Each ally manifests a lesser mutation from your form. Choose one of your Mutations (Bite, Claws, Tail, Legs, Chest, or Back) — all chosen allies gain its benefit while your rage lasts. They use your attack bonus and damage die if the mutation grants an attack. If the mutation grants a passive benefit (like Legs’ dash or Chest’s AC bonus), they use it as written.
Linked Instincts: Your allies’ movements synchronize with yours. When you move, each affected ally can move up to half their speed as part of the same reaction, without provoking opportunity attacks. If you make a melee attack, allies who can see you gain advantage on their next attack before the end of their next turn.
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