Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Form of the Beast

3rd-level Path of the Beast feature

Whenever you enter a rage, you transform and reveal the bestial power within you. Until the rage ends, you manifest natural weapons which count as simple melee weapons for you. You add your Strength modifier to the attack and damage rolls of these natural weapons.

  • Bite. Your mouth transforms into a bestial muzzle of immense strength. This Attack deals 1d8 piercing damage on a hit. If you have less than half your hit point maximum (rounded up) and hit a creature with this attack, you gain a number of temporary hit points equal to half the damage taken (rounded down) by the creature.
  • Claws. Your hands transform into a pair of razor sharp claws. You can Attack with a free hand, dealing 1d6 slashing damage on a hit. If both hands are empty, you can make one additional claw attack as part of the same attack action. You can make this additional attack only once per turn.

Nature of the Beast

6th-level Path of the Beast feature

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.

You become one with the beast inside, granting a unique skill to either your climbing, jumping, or swimming ability. This benefit persists even while not in your Form of the Beast. You can attune to a different ability whenever you finish a short or long rest. Choose one of the following:

Climbing

You gain a climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down along ceilings, without needing to make an ability check.

Jumping

Every foot you clear while jumping only costs half a foot of movement, and you can make a Strength (Athletics) check to extend the distance of a jump by a number of feet equal to the check’s total.

Swimming

You gain a swimming speed equal to your walking speed, and use your Constitution score when determining how long you can hold your breath.

Howling Fear/Fury

10th-level Path of the Beast feature 

When you enter your Form of the Beast, and as a bonus action while in your Form of the Beast, you can let out a menacing howl that targets all creatures within 5 feet of you. Each targeted creature must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects of your choice:

  • The target becomes frightened of you until the end of your next turn.
  • The target uses its reaction to make a melee attack against another creature of your choice that is within range.

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.

Pack Leader

14th-level Path of the Beast feature

The beast grows so powerful that you can spread your ferocity to others and gain resilience from them joining in on the hunt. Upon entering a rage, you can choose a number of other creatures equal to your Constitution modifier (minimum of one creature) that you can see within 30 feet of you. You gain 5 temporary hit points for each creature that accepts the call. Until your rage ends, chosen creatures can add 1d6 to their damage rolls so long as the chosen creature is within 30 feet of you when they make their attack roll.

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.

Comments

Posts Quoted:
Reply
Clear All Quotes