Base Class: Barbarian
Barbarians who follow the path of the Wild Beast are feral creatures of nature, living and thriving in the wilds. Their rage is drawn from the raw primal need to survive, shared by all beasts of the wild.
Such barbarians may have been born and raised in the wilderness, invested with druidic power, descended from a feral lineage, or blessed by a spirit of nature.
Creature of the Wilds
Starting at third level when you choose this path, you may attempt to connect deeply with nature. You may expend a use of rage to cast the spell speak with animals. At sixth level, you may expend a use of rage to cast the spell speak with plants.
Beast Kin
Your rage manifests natural weapons across your body. While raging your unarmed strikes count as a simple melee weapon for you and roll a d6 for damage. You add your Strength modifier to the attack and damage rolls when you attack with it, as normal. While raging, you may choose one additional bonus each turn:
Scent of Blood: When you deal damage with your unarmed strikes this turn, gain temporary hit points equal to the damage of your first attack.
Wild Strikes: When you use the Attack action to make an unarmed strike, you can make one additional attack as part of that action.
Defensive Posture: When struck by an attack, you may use a reaction to add your proficiency bonus to your AC until the beginning of your next turn, potentially causing the attack to miss you.
Aspect of the Beast
Beginning at 6th level, you harness the power of nature and the wilds, allowing your unarmed strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your unarmed strikes now roll a d8 for damage.
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, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- You gain a burrowing speed equal to your walking speed, and Darkvision out to 60ft. If you already possess Darkvision, its range increases by 60ft.
You may expend a use of rage to alter your form at will.
Child of Nature
Starting at 10th level, you gain proficiency in Nature, Animal Handling, Perception, and Survival. If you already have proficiency, you gain expertise. Whenever you are in the wilderness, you have advantage on these skill checks.
Natures Wrath
At 14th level, once per turn when you hit a creature with your unarmed strikes while you are raging, you can curse your target with nature wrath. Each curse can only be applied once per target. The target suffers one of the following effects:
- The target is knocked prone and grappled until the end of their next turn by grasping vines. The target can escape the vines as an action at the beginning of their turn.
- The target takes 2d12 psychic damage.
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target must use its reaction to move as far from you as possible. The target avoids damaging terrain during this movement.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you enter a rage.
Previous Versions
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4/24/2026 4:34:16 PM
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10
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4/24/2026 11:42:29 PM
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4/25/2026 12:40:58 AM
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10
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.85
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5/26/2026 2:08:47 AM
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18
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