Base Class: Barbarian
The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist-the abandoned districts, the rubble belt, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways- attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress.
Natural Fury
While raging, you have resistance to all damage except psychic damage and your walking speed increases by 15 feet.
Spiritual Summons
At 3rd level when you adopt this path, you gain the ability to cast the find familiar spell but only as a ritual, when you cast it this way you can have them remain a beast.
Gruul Form
Starting at 10th level, When you enter your rage, you can transform, revealing the bestial fury from within. Until the end of your rage, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your strength modifier to the attack with it, as normal.
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 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 twice your Constitution modifier.
Tail. You grow a lashing, spinning tail, which was 1d8 slashing damage on a hit and it has the reach property. If a creature within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll two hits die, applying a bonus to your AC equal to the number rolled plus your constitution modifier. The hit die is not expended.
Gruul Warrior
Starting at 14th level, While you're raging, any creature within 5 feet of you that's hostile to you has a disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened, also while you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. In addition, enemies have disadvantage on attacks of opportunity against you.
Natural Improvements
Starting at 6th level, Your carrying capacity (including maximum load and maximum lift) is doubled, and you have an advantage on Strength checks made to push, pull, lift, or break objects., and whether mounted or on foot, your travel pace is doubled, as is the travel pace of your companions while they're within 120 feet of you and you're not incapacitated.
Previous Versions
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