Base Class: Barbarian
Some barbarians hailing from the more bestial races are known to tap into their more primal natures while raging, calling forth the bestial savagery and instincts buried within their very being. Known as the Path of the Primal Beast, those who follow this path typically come to eschew utilizing most hand held weaponry preferring instead to rely upon tooth and claw as they enter into combat and the throws of their rage.
(The Path of the Primal Beast is intended as a combination of the standard Path of the Beast Barbarian and Order of the Lycan Blood Hunter in an effort to provide an Unarmed Strike barbarian build if so desired.)
Heightened Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Predatory Strikes
3rd-level Path of the Primal Beast feature
You grow more bestial as you enter your rage, enhancing your unarmed strikes and the ferocity in which you make them. Your unarmed strikes deal 1d6 (1d8if both hands are empty) bludgeoning or slashing damage (your choice). This increases to 1d8 (1d10 if both hands are empty) damage at 11th level.
Additionally, when you use the Attack action to make a predatory strike, you can make one additional predatory strike as a bonus action.
Bestial Soul
6th-level Path of the Primal Beast feature
The bestial power within you increases, causing you predatory strikes to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain a +1 bonus to attack and damage rolls with such attacks, this bonus increases to +2 at level 11 and further increases to +3 at level 17.
Dreadful Howl
10th level Path of the Primal Beast feature
When you take the Attack action on your turn, you can replace one of your attacks with a dreadful, primal howl in an attempt to debilitate nearby enemies. Creatures of your choice within 10 feet of you that can hear you must make a wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or become frightened of you until the end of your next turn. If a creature fails this saving throw by 5 or more, it is also stunned while frightened this way. A creature that succeeds on its saving throw is immune to this ability for the next 24 hours.
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 Hunt
14th-level Path of the Primal Beast feature
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience 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 5 temporary hit points 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.
Previous Versions
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6/22/2024 11:43:20 PM
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1.0
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Coming Soon
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