Barbarian
Base Class: Barbarian

Barbarians of the Wild Beast have accepted the blessing of a wild god or a powerful arch druid to become one with nature. In rarer cases, they may have been cursed with a special form of lycanthropy or be decendant of a sufferer of such a curse. They gain the ability to transform into terrifying hybrid beasts as well as true beasts and storm into fights with absent minded abandon.

Form of the True Beast

3rd-level Path of the Beast feature

When you gain this feature at 3rd level, choose any predatory creature you like that has claws, a maw and a tail. This becomes the template for your hybrid form.

When you enter your rage, you can transform into the hybrid form of your correspondant animal. Until the rage ends, you manifest several natural weapons. They count as melee weapons for you and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal.

Additionally, your Bite and Tail count as heavy weapons and your claws count as light weapons.

On full moon nights, you cannot leave this form and have to make a DC14 wisdom saving throw or give into bestial fury for the duration.

While raging in beastform, if you have neither received any damage nor damaged another creature for a full round, you have to succeed on a DC12 wisdom saving throw or fully give in to bestial fury and lose control of your character for the rest of the rage, which does not end prematurely in that case.

At 11th level you gain the multiattack action, which includes a full round of claw attacks as well as either a bite or a tailswipe.

You gain the following weapons:

Bite. Your mouth has become a bestial maw. It deals 1d12 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus.

Claws. Your hands have become huge claws. They deal 1d8 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Claws can be used for two weapon fighting.

Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has 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.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. They gain a bonus to attack and damage rolls of 1. This bonus increases to 2 at level 10 and 3 at level 14.

You can also alter your form to help you adapt to your surroundings. 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 Beast feature

When you hit a creature with your natural weapons 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.

Potent Shapeshifting

At 10th level, you gain the ability to freely transform into your animal and hybrid form. The transformation lasts up to an hour and you can use this feature a number of times equal to your proficiency bonus, recharged by a long rest. You gain access to your usual hybrid form features in hybrid form.

In beast form, you gain 10 more feet of movement, advantage on wisdom(perception) checks as well as on survival checks made to track creatures via scent. Beastform cannot use items but retains your natural weapons.

At 15th level, you can retain both forms indefinitely.

Call the Hunt

14th-level Path of the Beast feature

The beast 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 number of d4 equal to your constitution bonus 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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