Base Class: Barbarian
Warriors of this path worship the primal spirits of nature long ago. These spirits are walking manifestations of the ferocity and willpower of life to endure the most hostile conditions. These spirits helped the first creatures settle the land ages ago. With their guidance, these creatures carved an ecosystem into the molten, primordial rocks and soil, creating a life for themselves and all that will walk the earth after them.
Although these first creatures died ages ago, their descendants evolved. They walk the lands now, and these primal spirits remain. Most folks have lost sight of them forever, cushioned into blindness by the comforts of civilization. Other however, feel the call and see these spirits for who they are. These chosen few can connect with these spirits and tap into their savage power to protect themselves and life all around them.
Primal Rage
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, unleashing the bestial power within.
Until the rage ends, scales emerge all over your body, granting you a +1 to your armour class (AC) so long as you are not wearing heavy armour. You can wield a shield and still gain this benefit. You also 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 normal.
You choose the weapon’s form each time you rage:
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 gain a number of temporary points equal to your proficiency bonus, provided you have less than half your hit points when you hit. If you are wielding a weapon in one or both hands, you can make one bite attack as bonus action on your turn.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. 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, club tail, which deals 1d8 bludgeoning damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you or an ally within 10 feet of you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to the target's AC equal to the number rolled, potentially causing the attack to miss that target.
Hemorrhaging Strikes
At level 6, your natural weapon attacks are considered magical for overcoming resistance to slashing, bludgeoning and piercing damage.
Additionally, once on each of your turns when you hit a hostile creature with a weapon or natural weapon attack, you can force the target to make a constitution saving throw against your hemorrhage save (no action required).
- The save DC = 8 + your proficiency bonus + your strength modifier.
On a success, the target is unaffected. On a failure, the target suffers from a hemorrhaging wound for one minute. At the start of the target's turn, they take (1d8 + your strength modifier + your rage damage bonus) necrotic damage.
NOTE: a target without blood is unaffected by this feature, such as a construct or object.
As an action, the target or one of its allies can make a medicine check to patch up the hemorrhage, the DC is equal to your hemorrhage save DC. On a success, the effect ends. Alternatively, the effect ends if the target receives any amount of healing from a magical source.
The damage from this effect increases as you gain levels. This damage starts as 1d8 at level 6, then grows to 2d8 at 10th level, and 3d8 at 14th level.
Ferocious Form
Your connection with the primal spirits allows you to adapt to your environment and embody their traits, enabling you to protect allies and punish enemies.
At the 10th level, whenever you complete a short or long rest, you choose one of the following benefits to gain. this benefits lasts indefinitely, or until you complete a short or long rest and choose a different benefit.
Form of the pterodactyl
You sprout wings on your back and gain a fly speed equal to your movement speed, so long as you are not wearing medium or heavy armour.
Form of the triceratops:
- You have advantage on constitution saving throws and your carrying capacity is doubled.
- You also grow horns on your head which are considered a simple weapon for you and gains the benefits of your other primal path features. You can use one of your attacks per action to headbutt an enemy, dealing 1d8+your strength modifier piercing damage on a success. This damage is increased by 1d8 for every 10 feet traveled in a single direction towards the target, to a maximum of 6d8.
Form of the tyrannosaurus rex
- You gain advantage on strength saving throws and proficiency in the athletics skill, if you were not already proficient. Also, you double your proficiency bonus for all athletics skill checks (such as grappling, shoving, lifting, climbing, jumping, etc.).
- You also score a critical hit when you roll a 19-20 on an attack roll.
- You can also use an action to roar, forcing all creatures of your choice within 60 feet of you to make a DC 17 Charisma saving throw.
- Creatures suffering from your hemorrhaging strikes effect have disadvantage against this saving throw
- On a success, the target is unaffected. On a failure, they become frightened of you for 1 minute.
Form of the velociraptor
- You gain the cunning of a raptor. You gain advantage on charisma saving throws.
- Additionally, while you are conscious, you have advantage of attacks against targets within 5 feet of your allies; allies have advantage on attacks against targets within 5 feet of you. You and your allies must be able to see or hear each other to benefit from this ability.
Primordial Guardian Form
At level 14, your deep connection with the primal spirits allows you to take on their form, strength, and fury.
As a bonus action on your turn, you can expend two uses of your rage to undergo a transformation that lasts for 10 minutes or until you are rendered unconscious. You grow three size categories larger than your normal size. your gear, weapons, clothes, and armour grow proportionately to you, if you choose.
For example, a human is normally a size medium and would grow to gargantuan size. A halfling is small size and they would grow to huge size.
While this transformation is active, you gain the following effects in addition to your benefits from rage:
- You gain +5 to your strength score, which can exceed the ability score limit of 20.
- You gain temporary hit points equal to 5 times your barbarian level.
- You are considered a siege monster: you deal double damage to objects and structures.
- You gain proficiency in improvised weapons.
- Improvised weapons are considered magical for overcoming resistance to bludgeoning, slashing, and piercing damage.
- Improvised weapons also are considered to have the thrown property. The thrown range is 150/600 feet.
- The DM determines the appropriate damage dice and type, depending on the object being wielded.
- Creatures smaller than you can occupy and move through your space, if you allow them.
- Whenever you move, creatures of your choice standing in your path must make a dexterity saving throw to avoid being trampled. The DC is equal to your hemorrhage save DC. On a success, the creature takes no damage. On a failure, the target takes 3d8 bludgeoning damage and is knocked prone.
- When you are knocked prone or are forced to move, ALL creatures within 10 feet of you must make a dexterity saving throw against your hemorrhage DC. On a success, they take no damage. On a failure, they take 2d6 bludgeoning damage for every 10 feet you moved or fell, to a maximum of 20d6.
- When you take the attack action on your turn, you can replace of one of your weapon attacks with a special attack. You stomp or clap your hands with tremendous force, sending fissures and shockwaves to pummel enemies.
- Choose to either affect all creatures within 10 feet of you or all creatures within a 30 feet cone emanating from you.
- All creatures in range have to make a dexterity saving throw equal to your hemorrhage save DC.
- On a success, the target takes half damage and suffers no additional effects. On a failure, the target takes 5d8 thunder damage and is knocked prone if they are size huge or smaller.
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