Base Class: Barbarian
The eldritch and cursed blood that courses through the veins of these individuals holds a terrible power that often frightens allies and enemies alike. This fear often means that they are ostracised despite any good intentions they may have, sometimes culminating in being attacked by religious zealots or being tortured by cruel wizards. Whilst they wield a great weapon, an abomination must be careful lest they succumb to their animal instincts.
Beast Form
At 3rd level, while raging, you may transform into a terrifying monster. While transformed, you gain resistance to acid and poison damage, and your unarmed strikes deal 1d8 slashing damage. Your unarmed strikes in this form count as weapons for the purpose of adding rage damage
Additionally, you may use your action to make a special attack with your unarmed strikes, targeting up to 2 creatures in front of you and the damage dice is reduced to 1d4. You must make an attack roll for each target. Each time you use this attack, the damage increases by 1d4 for a number of rounds equal to your Constitution modifier, up to 3d4. The number of rounds for this bonus is refreshed each time this attack is made.
Weapons From Hardship
By 3rd level, you gain proficiency with improvised weapons, and any improvised weapon deals 1d6 damage of a type that is appropriate for the weapon. Chains are treated as 1d6 weapons with reach.
Eldritch Blood
At 6th level, you gain advantage on all saving throws to resist poison and you become immune to disease.
Additionally you gain a +2 bonus to your initiative and your unarmed strikes whilst raging now count as magical.
Psych Up
During a short rest you can whip yourself into a frenzy for the coming battles, giving you a number of effects for the next 4 hours
- You deal an additional 1d4 slashing damage with your unarmed strikes
- Your attacks critically strike on a roll of a 19 and a 20
- You must subtract 1d4 from the result of any wisdom saving throw that you make
Absolution
At 14th level, whilst not raging, you may use a bonus action to heal for 2d6 + your barbarian level and gain advantage on all Wisdom saving throws for the next minute. You may do this a number of times equal to your Constitution modifier, regaining all uses upon finishing a long rest.