Base Class: Barbarian
Path of the Wolverine, your body has mutated to gain the ferocity of a Wolverine.
Animal Instinct
At 3rd level, gain an advantage on Wisdom (Perception) checks that rely on hearing or smell.
You also gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
At 6th level, you gain proficiency in the Animal Handling and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Retractable Claws
At 3rd level, your claws are your natural weapons. You can use your bonus action to attack with your claws as an off-hand attack.
When both hands have their claws protracted then this is considered two (natural) weapon fighting.
This feature increases the dice to 2d6 at 12th level.
Sharpened Claws
Starting at 6th level, your claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Also, your claws now deal straight damage if a creature has resistance to slashing damage and half damage to creatures who are immune to slashing damage.
This feature gains bonuses to your claw attacks at 10th, 14th, and 18th level.
Bestial Roar
Your mighty roar forces each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of its turn to try and end the effect on itself on a success.
You also gain temporary hit points equal to half your Barbarian level.
You can use it a number of times equal to your Constitution modifier per long rest.
Raging Fury
Starting at 14th level, you can enter a state of pure bestial rage. The ferocity inside you gives an advantage in constitution checks and saving throws with or without raging and while raging, you can't be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Also, you gain 10ft of extra movement while raging and opportunity attacks at you are made with a disadvantage.
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