Base Class: Barbarian
Those who stand in your way are bound to feel the wrath of your claws. Whether natural or manufactured, these implements provide you with a unique spin on CQC; a painful spin for those on the receiving end.
Vicious Claws
A Wolverine's Implements
Whether a part of you or a weapon to wield, every Wolverine can be identified by their signature weapons. At third level, you gain the use of your Vicious Claws. They count 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 can choose whether your Claws count as a natural weapon or not. They deal 1d6 slashing on a hit, increasing to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Once on each of your turns when you attack with your Claws using the Attack action, you can make one additional Claw attack as part of the same action.
Weave Ripper
Even magical protection fails to resist your claws. At 6th level, attacks with your Vicious Claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, if a creature's armor class has a magical bonus, the aforementioned attacks ignore half of the AC bonus (rounded up).
Reckless Aggression
Sometimes, sheer damage takes priority over accuracy. At 10th level, you can take a to-hit penalty for your Vicious Claw attacks, ranging from -1 to -5. A -1 penalty gives the Claw attack a +2 to damage for that attack alone, a -2 gives +4, and so on. The additional damage is of the same type inflicted by your Claws.
Giant Killer
Like the animal, Wolverine Barbarians sport a reputation for felling creatures larger than themselves. At 14th level, your Strength-based attacks crit on a roll of 18-20 against creatures of Large size or larger.
Previous Versions
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