Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

The Beast takes Form

Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you grow claws, teeth and a tail 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 now gain proficiency in Animal Handling. 

Proficiency on Perception checks because you now how animal  senses. 

 

Soul of the Animal

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 a short or long rest:

  • You gain a swimming speed equal to your walking speed
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, without needing to make an ability check.
  • 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.

    You also push past any physical resistances. 

    You gain expertise on Animal Handling.

    You Gain the ability to speak to animals when not in your raged form.  

Rabid Beast

At 10th level, you now curse all you damage. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • Target takes 2d12 psychic damage. 

    Every round the target must make a Wisdom save to see if they will stay aggressive to the to the Barbarian. Of they fail they now fight along side them. but can still be hostile to others. 

 

Call of the Wild

At 14th level, You can bring the pack together. When you enter your rage, you can choose a any creature you see. You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: the creature can roll a and extre a d6 for damage.