Barbarian
Base Class: Barbarian

The path of the Wendigo barbarian subclass channels the terrifying hunger and feral power of the wendigo myth into a brutal, supernatural form of rage. The curse burns beneath your skin like a starving flame. In your blood stirs the spirit of the wendigo, a monstrous embodiment of hunger, fury, and winter’s cruelty. When your rage awakens, so does the curse. You fight not as a man or woman, but as a primal horror driven by unquenchable appetite with a monstrous form.

Level 3: Hunger of the Beast

  Where most barbarians are driven by rage, you are driven by an all-consuming hunger that has forever reshaped how you channel your fury. The primal power you draw upon has been twisted, transforming you from a raging monster into a ravenous one. This feature replaces the rules for rage in the Players Handbook.

While active, your Rage follows the rules below.

  As a bonus action, you transform into a form more reminiscent of the Wendigo from myth. Your body begins to stretch unnaturally, your skin turns a deathly white, your mouth becomes a maw of jagged teeth, antlers sprout from your head, and your eyes burn with a primal, unending hunger.

Monstrous Visage. While in this form, you grow one size larger, and you gain a reach of 5 feet. Your equipment merges into your new form, your AC increases by 1 and any effects awarded to you by your equipment remain in effect. Unless that equipment would grant resistance or immunity to Fire or Radiant damage. If there isn’t space for you to grow, you reach the maximum size possible in the space available.

Resilient Hide. You have Resistance to Bludgeoning, Piercing, Slashing, Cold, and Necrotic damage. This comes at the cost of a vulnerability to Fire and Radiant damage.

Ravenous Claws. While in this form, your fingernails elongate into vicious, barbed claws. These claws count as natural weapons with which you are proficient. They deal slashing damage equal to a number of d6s equal to your Rage Damage bonus, plus your Strength modifier. Additionally, whenever you hit a creature with your claws, you regain one expended Hit Die.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.

Duration. This form lasts until the end of your next turn, and it ends early if you fall unconscious, die, or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage and therefore your form for another round by doing one of the following:

  • Expend a hit dice.
  • Kill an enemy.
  • Force an enemy to make a saving throw.

Each time the Rage, and by extension the form, is extended, it lasts until the end of your next turn. You can maintain this form for up to 10 minutes.

Level 3: Supernatural Athlete

  The corruption that occurred has fundamentally altered your body beyond what it has changed about your rage. Your creature type is Monstrosity. In addition to that, when you make a Strength ability check or saving throw, you can use your reaction to roll a d4 and add it to the result. This d4 becomes a d6 at level 10.

Level 6: Mindless Hunger

  You have advantage on saving throws to end or avoid the Charmed and Frightened conditions. In addition to that, if a creature tries to read the your thoughts when raging, the creature must succeed a wisdom save or be stunned for one minute. The saving DC is equal to 8 plus your proficiency and Constitution modifiers. The stunned creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Level 10: Frozen Constitution

 Your speed increases by 10 feet, and you add 10 feet to your long jump distance and 5 feet to your high jump distance. This movement and jump bonus is doubled when raging.

  In addition to that, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to 1 + your Constitution modifier (minimum of 1). If you take Fire or Radiant damage then this trait doesn't function at the start of your next turn.

Level 14: Aspects of the Wilderness

 As a bonus action, you can channel an aspect of your rage without fully transforming or gaining its full benefits. An aspect lasts for 1 minute, you may only have one aspect active at a time, each aspect is as follows.

  • Claws. Your nails grow into claws, which you can use to make unarmed strikes. When you hit with them, the strike deals 1d10 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Bone Armor. You gain a +1 to your armor class, and resistance to Bludgeoning damage.
  • Long Limbs. Your Weapon Attacks and Unarmed Strikes gain a reach of 5 feet.

 You can use this feature a number of times equal to your proficiency modifier, regaining all expended uses on a long rest.

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