Barbarian
Base Class: Barbarian

The Path of Monstrous rage transforms you into the very things you swore to fight. He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you. 

Monstrous Form

3rd-level Path of Monstrous Rage feature

When you enter your rage, you can transform, revealing the bestial power true monster that lies within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Constitution modifier to the attack and damage rolls when you attack with it.

You gain each of the weapon’s forms each time you rage:

Hungering Maw. Your mouth transforms into a gaping hungering maw or great mandibles (your choice). It deals 1d10 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you can move this creature 5ft. any direction and attempt to grapple this creature.

Vicious Talons . Each of your hands transforms into a vicious set of talons , which you can use as a weapon if it’s empty. It deals 1d10 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make two additional claw attacks as part of the same action.

Thrashing Tail. You grow a thick, muscular tail, which deals 1d10 bludgeoning 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 d10, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Barbed Spines. Your back sprouts hundreds of razor sharp barbed spines as you transform into a monstrous beast. These spines provide an additional layer of protection from harm and deal 2d10 piercing to any creature who hits you as a.

Monstrous Anatomy

6th-level Path of Monstrous Rage feature

The monstrous power within you starts to take over, causing the natural weapons of your Monstrous Form to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose of the following benefits, which lasts until you finish your next short or long rest:

Behemoth Muscles

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to double the check’s total. You can make this special check only once per turn. You also gain an additional plus 2 to AC.

Predator Wings

You gain a flying speed equal to your walking speed.

Subterranean Claws

You gain a burrowing and 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. You also gain tremor sense of 30ft.

Unfettered Furiosity

10th-level Path of Monstrous Rage feature

When you hit a creature with your natural weapons while you are raging, the monster within you can cause your enemy to tremble in fear of your unfettered furiosity in battle. 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 is frightened of you must use it's full movement to move away from you and is knocked prone at the end of this move.
  • 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.

He Who Hunts Monsters

14th-level Path of Monstrous Rage feature

The monster within you grows so powerful that it takes you over fully and bolsters your resilience while also heightening your senses. When you enter your rage, you can choose a number of other hostile creatures you can see within 120 feet of you equal to your Constitution modifier (minimum of one creature). You gain 15 temporary hit points for each creature targeted by this feature. Until the rage ends, you gain advantage on all saving throws and attacks made against these creatures.

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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