Base Class: Barbarian
Barbarians who walk the Path of the Cryptic Spirit have drawn the attention of unnatural creatures. The barbarian has accepted them as a guide, protector, and inspiration for manifesting their rage. During battle, the essence of the cryptic spirits fills you with their supernatural might and shroud you. The creatures burst forth in the throes of deep emotion, using the sickly dark shroud that spills from the barbarian to transform their appearance into terrifying creatures that belong to myth.
Forms of the Cryptic
3rd-level Path of the Cryptic Spirit feature
When you enter your rage, you can transform, revealing the unnatural power within you. Until the rage ends, you may use a Bonus Action to switch between the different creatures' gifts without using a rage slot. With each form, the black smoke-like tendrils will change your appearance to mimic that creature.
You choose the ghostly form each time you rage:
Sasquatch: You embody the intimidating presence of the legendary sasquatch. Glowing eyes, tusks, almost seems enlarged smoke falls all over the body like hair.
Thick Skin: While raging, you have resistance to all damage except psychic damage. The spirit of the Sasquatch makes you tough enough to stand up to any punishment.
Big Boy Strength: Taking on the form of sasquatch fills you with terrifying strength. You deal an extra 1d4 attack damage per hit.
Chimera: You gain the dazzling multifaceted talents of the Chimera. A snake tail, lions claws, and goat horns. Smoke is like a long mohawk. Sasquatch: Glowing eyes, tusks, almost seems enlarged smoke falls all over the body
Breath Weapon: Once per long rest you may use a breath weapon. The DC for saving throw equals 8+Con Modifier + Proficiency bonus. a creature takes 2d6 fire damage on failed save. half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Tail Attack: Deals 1d8 poison damage on a hit and have the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Wendigo: You gain the desperate hunting sensibilities of a Wendigo. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. Outline of a skull that is a cross between a wolf and a deer, antlers, long thin claws that mostly nail. Smoke whisps on the skin almost peeling off like falling rotten flesh.
Cunning Action: The Wendigo's quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Claw Attack: You can use a claw attack it deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this attack, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Note: every time the claw attack is used you must make a constitution save, or risk becoming feral. This could manifest as a sudden urge to taste blood or raw meat or a full loss of control in which you will consume the nearest victim.
Unnatural Soul
6th-level Path of the Cryptic Spirit feature
You can adapt to your surroundings, choosing a benefit when you finish a short or long rest. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
Climbing
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.
Jumping
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Infectious Fury
10th-level Path of the Cryptic Spirit feature
When you hit a creature with one of the creature's forms attacks while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Hunt
14th-level Path of the Cryptic Spirit feature
The creature within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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