Base Class: Barbarian
Some barbarians tap into endless rage, others touch wild magic within their souls or even carve sorcery into their very flesh. You are not like them. You reach into something even more powerful: pure instinct. The thrill of the hunt, the smell of blood, a deep hunger to sink both tooth and nail into your prey. Yours is not a mindless rage, yours has purpose. To see your prey fall into a pool of their own sanguine essence.
Predator's bite
5th= 2d6/2d8 bite damage and 2d4/3d4 bleeding damage
11th= 3d6/3d8 bite damage and 3d4/4d4 bleeding damage
17th= 4d6/4d8 bite damage and 4d4/5d4 bleeding damage
All Are Prey
At 6th level, your need for blood lets none escape the hunt, and your claws and teeth know no difference between the physical and ethereal. Your unarmed strikes (including biting attacks) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Bleed damage has no effect against Constructs, Undead or Elementals.
Savage Rending
At 6th level, your bloodlust allows you to claw and tear into your enemies and pull flesh from bone. While you rage, as long as you are within melee range of an enemy you can attempt an unarmed attack for 1d6 + DEX modifier damage. If the attack is successful, you catch your claws into your enemy and gain advantage for grappling checks and unarmed strikes. You may attempt to grapple as a bonus action. If your character is of a race which naturally has claws, talons, or elongated nails, a successful grapple deals 1d4 piercing damage. Unarmed attacks while successfully grappled do 1d6 slashing damage. Bite attacks do 1d4 bonus piercing damage while grappled and cause an additional 1d4 bleeding at the end of the target's turn.
At higher levels: At 8th, 10th, and 14th levels your slashing claws deal an additional 1d6 slashing damage, and bonus bite damage increases by 1d4.
8th= +2d6 bonus slashing damage, +2d4 bonus bite damage, +2d4 bonus bleed damage
10th= +3d6 bonus slashing damage, +3d4 bonus bite damage, +3d4 bonus bleed damage
14th= +4d6 bonus slashing damage, +4d4 bonus bite damage, +4d4 bonus bleed damage
Animalistic Charge
At 10th level, your body and soul pound with the fury of a charging killer. While you rage, you can perform a full body charge within 15 feet against any Large or smaller creature with a leaping strike. Creatures that fail a Dexterity save throw are knocked prone, and you gain advantage on grapple checks and unarmed strikes. Small and Tiny creatures that fail their save throw are paralyzed, while Medium and Large creatures are stunned until their next turn. You may attempt to grapple as a bonus action.
Rip, Rend, and Devour
Upon reaching 14th level, you live to bath in the blood of your prey. Creatures you grapple must make a Dexterity saving throw (DC 10 + proficiency bonus + DEX modifier). On a failed save, the target is torn by your unarmed strikes and will bleed for an additional 1d4 bleeding damage each turn unless treated or healed. Biting attacks deal 2d6 bonus piercing damage. You gain an extra unarmed strike and biting attack at the beginning of your turn in addition to your standard actions while grappling. Bleeding targets are fearful and must make a Wisdom save (DC 10 + your proficiency bonus + your STR modifier) or be paralyzed with fear.
At higher levels: At 16th, 18th, and 20th levels your biting attacks deal an additional 1d6 bonus piercing damage.
16th= +3d6 bonus bite damage, +2d4 bonus bleed damage
18th= +4d6 bonus bite damage, +2d4 bonus bleed damage
20th= +5d6 bonus bite damage, +2d4 bonus bleed damage
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