Base Class: Barbarian
To choose this subclass you need to go on a spirit walk. Spirit walks can take a day or a week to fulfill. The animal which represents you will walk up to the individual and offer its life. The Skinwalker must then kill it eat its heart and skin it. The skin taking on the magic of the wild will then wrap itself around the Skinwalker and transform them into the animal, as they become one.
Shape of the Beast
3rd-level Path of the Beast feature
When you enter your rage, you transform into your spirit animal. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as
Bite. Your mouth transforms into a bestial muzzle. 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 your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon. It deals 1d6 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.
Tail. You grow a lashing tail which deals 1d8 bludgeoning damage on a hit and has the reach property.
Spirit of the wild
6th-level Path of the Skinwalker feature
The spirits power within you increases, causing the natural weapons of your Shape of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to take on the shape of your spirit animal. Once before a long rest without raging.
Venomous strike
10th-level Path of the Skinwalker 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
- The target takes 2d12 poison 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 Pack
14th-level Path of the Skinwalker feature
The beast within you grows so powerful that you can spread its ferocity to others and gain benefits 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 pack tactics 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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