Base Class: Barbarian
Within your very soul, a spark of incredible power born of beasts roils endlessly. Whether you have inherited it from a druidic ancestor or as part of a curse, your body has begun to transform from it, granting you the unrelenting ferocity and primal power of the animal kingdom.
Level 3: Beast's Form
You have begun to adopt aspects of a beast–vicious claws, rending fangs, and a lashing tail. These aspects are either permanent fixtures on your body, can be summoned and dismissed at your will, or begin to manifest when certain emotions begin to brew.
You can roll 1d6 in place of the normal damage of your Unarmed Strikes. This die changes at certain Barbarian levels, as shown in the Bestial Damage table.
| Barbarian Level | Damage Dice |
|---|---|
| 3 | 1d6 |
| 5 | 1d8 |
| 11 | 1d10 |
| 17 | 2d6 |
Whenever you make an Unarmed Strike attack, you can attack with a part of your bestial form of your choice, which includes your Claws, Fangs, and Tail. Each of these options inflict additional effects, as described below.
Claws. You deal Slashing damage instead of Bludgeoning with this attack. Once per turn when you hit a creature with your Claws, you can deal an additional 1d6 Slashing damage.
Fangs. You deal Piercing damage instead of Bludgeoning with this attack. Once per turn when you hit a creature with your Fangs, you can choose to gain Temporary Hit Points equal to your Constitution modifier plus your Rage Damage bonus (minimum 1).
Tail. The reach of this Unarmed Strike increases by 5 feet.
Level 3: Feral Rush
While your Rage is active, the primal power of a predatory animal rushes through you. Your Speed increases by 10 feet, and when you take the Attack action on your turn, you don’t provoke Opportunity Attacks until the end of that turn. Additionally when you hit a creature that has the Frightened, Grappled, Incapacitated, Prone, or Restrained condition with a melee weapon attack or Unarmed Strike, you deal extra damage of that attack’s damage type equal to your Constitution modifier (minimum 1).
Level 6: Bestial Adaptation
Whenever you hit with an Unarmed Strike, you can change the damage it deals to Force. Additionally, you gain one of the following benefits of your choice.
Climb Speed. You gain a Climb Speed equal to your Speed and can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swim Speed. You gain a Swim Speed equal to your Speed and can breathe underwater.
Whenever you finish a Short or Long Rest, or enter your Rage, you can change your chosen benefit from this feature to the other one.
Climb Speed
You gain a Climb Speed equal to your Speed and can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swim Speed
You gain a Swim Speed equal to your Speed and can breathe underwater.
Level 6: Pursuer
You have the ability to chase down does at terrifying speeds. As a Bonus Action, or as part of the Bonus Action you use to enter your Rage, you can take the Dash action. When you do, your instincts are heightened until the start of your next turn against attacks, granting you a +2 bonus to AC.
Level 10: Primal Evolution
The power of your bestial form grows, and your Claws, Fangs, and Tail gain the following improvements.
Claw. The extra damage of this option increases to 2d6. If you move at least 20 feet straight before making this attack against a creature and hit, you can force it to make a Strength saving throw (DC equals 8 plus your Proficiency Bonus and Strength modifier). On a failure, that creature gains the Prone condition. If this distance was jumped, it has Disadvantage on its saving throw.
Fangs. Once per turn when you hit a creature with this option, you can also regain a number of Hit Points equal to your Barbarian level plus your Constitution modifier.
Tail. When you hit a creature with this option, you can use both the Damage and Grapple options against it, grappling it with your tail. You won’t need to use any of your free hands to maintain a grapple with it, but you can only grapple one creature with your tail.
Level 14: Call the Hunt
You can share your ferocity with your allies and organize the ultimate hunt. When you enter your Rage, you can choose a number of willing creatures within 30 feet of you equal to your Constitution modifier (minimum 1). You and each of those creatures gain Temporary Hit Points equal to your Barbarian level, and continue to do so at the start of each of your turns while not Bloodied for 1 minute.
Additionally for that minute, whenever you take the Attack action and make two attacks using your Claws, Fangs, or Tail, you can make an additional attack with that action using your Claws, Fangs, or Tail.
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