Base Class: Barbarian
This class can help you create a wide varaiety of fighters. From the classic barbarian who uses bear claws to shred his enemys, to one that can create rock maces out of his own hands. You could even create a barbarian with a strong bond to eldtrich creature which can help him attack usign tentacols whips.
The rage you feel inside is connected to this ability. You may be blessed by a forrest spirit, which gave you this power to protect the innocent and the wood you come from. Maybe you are born in a tribe which reside under the magmatic rage of a volcano, which gifted you your powers. Maybe you are the result of untold rituals which bound you to some arcane power you can't get rid of.
This Subclass aims at allowing multiple backgrounds to fit the simple archetype of a mutant barbarian
Weapons of the Mutant
At 3rd level, you can use any part of your body to perform an attack, transforming it in whaterver you like. The only limitations to this ability is that the type of damage you deal is bound to the type of weapon. For balacing reasons you need to consider this natural weapons hold in one, both or two-handed. This is to avoid players who use an Heavy tail attack, also having a shield beacuse his hands are tecnically free. You don't need to holster or extract this weapons. You are always proficient with this weapons, and they deal +2 damage.
Light: Deals 1d6, and has the Light weapon property
Medium: Deals 1d8, and has the Versatile weapon property
Heavy: Deals 1d12, and has the two-handed and Heavy weapon property
If you didn't use your off-hand to attack you can create a shield to protect yourself from incoming damage
Mutant defenses
There are mant ways to avoid or reduce incomign damage. Your body may slide around in an unpredictable pattern, your skin may get as hard as steel or maybe your stomach evolves in such a way no poison can be undigested. At 6th level, you obtain 3 defence points. You can spend this points to make an enemy hit you with disadvantage (during an attack) or give yourself advantage in any Dexterity or Constitution savign throw. This points are refilled after a long rest.
Utility Mutation
At 10th level, your affinity with body mutation starts to improve. During a movement action, you can tranform any part of your body into something that can help you climb, swim, borrow and glide. You can perform this action by simply converting your speed into any other type of speed you need to travel an obstacle.
You can also convert your hands into any tool you are proficient with. Addititionally, you can extend your arm as you are using the rope or grapling hook item.
Total Bioarcane Convertion
After much time experimentign with your powers, you understand that the only limit is your immagination. Starting at 14th level, you can tranform into any creature you saw. This class fearture works like the spell Shapechange from the wizard spell list. You can perform this action once a day.
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