Base Class: Barbarian
Path of the Monster barbarians forgo the use of traditional weapons and tools of civilization while raging, as the beast inside would rather maul it's foes with it's bare hands and teeth. They stalk the battlefield as feral animals acting off base instinct. They specialize in instilling a prey vs predator dynamic in their enemies and even some allies who may be unaware of the monster's motives as if they were truly, a wild animal.
Barbarians who follow this path are typically seen unarmed and unarmored, while some may still be seen carrying great weapons and some sort of armor to wield and protect themselves while not in a state of primal fury. At a young age, they set out into the wilds to live among and test themselves against the very monsters and beasts they emulate in their rage. Little is known of what causes such monsters to lurk deep inside the warriors who find themselves along this path. All that is known for sure is, that by some ancient curse or blessing, these warriors embody the true savage and feral nature of wild predators.
Ferocious Attacks
Starting when you choose this path at 3rd level, when you enter your rage you become indistinguishable from a wild animal choosing the savagery of unarmed strikes over traditional weapons of combat. You can choose to drop any weapons you are wielding or stow them as you enter your rage. Your unarmed strikes deal 1d6 plus your strength modifier slashing damage, and gain an off hand attack dealing 1d6 slashing damage as a bonus action.
At 6th level once per turn you can force a target one size larger than you or smaller to make a strength saving throw(DC 8 + proficiency bonus + your strength modifier) or be knocked prone. And, at 10th level, you gain a bonus action bite attack dealing 1d8 plus your strength modifier piercing damage and grappling a target of the same size as you or smaller as well as a once per day ferocious surge, granting you another attack action. Consult the table below for the scaling of the path's feature's abilities and added benefits.
| Level | Unarmed strike | Bonus action | Once per tun | Bonus action | Once per long rest |
| 3rd | 1d6 + STR slashing damage | Off hand 1d6 | |||
| 6th | 2d4 + STR slashing damage | Off hand 2d4 | STR Save(DC 8 + Prof. + STR) or knocked Prone | ||
| 10th | 2d4 + STR slashing damage | Off hand 2d4 | STR Save(DC 8 + Prof. + STR) or knocked Prone | Bite 1d8 + STR piercing damage to grapple | Attack Surge(once per day) |
| 14th | 3d4 + STR slashing damage | Off hand 3d4 | STR Save(DC 8 + Prof. + STR) or knocked Prone | Bite 1d10 + STR piercing damage to grapple | Attack Surge(once per day) |
Mindless Fury
When you choose this path at 3rd level, when you enter your rage, the monster inside begins to take over as your mind becomes a tempest storm of rage and primal, predatory fury. While raging, you gain advantage against being charmed or frightened. At 6th level, while raging, you become immune to being charmed or frightened.
Monstrous Speed
Beginning at 6th level, your movements and speed are identical to that of wild predators and animals. Your movement speed increases by 5 feet, your movement speed is unhindered by difficult terrain, and you can disengage or dash as a bonus action.
Monstrous Form
Beginning at 10th level, when you enter your rage, the monster inside manifests itself as an arcane aura that surrounds your body. The aura forms as monstrous claws around your hands and feet, an auric tail, and an auric smoke burns from your eyes and mouth. While raging, attacks made with Ferocious Attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet.
Unstoppable Monster
Beginning at 14th level, you can choose to fully give in to the monster within when you enter a rage, dropping down to stand on all fours like a true beast. If you do so, for the duration of the rage your movement speed is increased by 5 feet, and you are immune to the paralyzed, prone, and stunned conditions. If you are paralyzed, prone, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. As well as gain a plus 2 bonus to your rage damage bonus. When your rage ends, you suffer two levels of exhaustion.
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