Barbarian
Base Class: Barbarian

The Path of the Feral Fury embodies the primal essence of the wilderness, empowering Barbarians to tap into their animalistic instincts and unleash untamed ferocity upon their enemies. Barbarians who walk this path are often deeply connected to nature, drawing inspiration from the untamed beasts that roam the wilds. Barbarians who follow this path understand that true strength lies in embracing their wild nature. They do not shy away from their instincts but instead, harness them to become fearsome warriors. 

 

Beastial Rage

Starting at 3rd level, when you enter a rage, you can choose to channel the spirit of a beast. While raging, you gain additional benefits based on the chosen beast:

  • Bear: You gain resistance to all damage except psychic damage, and your unarmed strikes deal an additional 2d4 damage.
  • Cheetah: Your movement speed increases by 10 feet, and you get an additional action.
  • Wolf: Your attacks score a critical hit on a roll of 19-20, and you can use a bonus action to knock a creature prone if you hit it with a melee attack.
  • Eagle: You gain advantage on Perception checks, and you can use a reaction to halve the damage from an attack that hits you.
  • Gorilla: You gain advantage on Strength checks and saving throws, and your melee attacks ignore resistance to bludgeoning, piercing, and slashing damage.
  • Tiger: Your melee weapon attacks deal an additional 2d6 damage, and you can use your bonus action to make a weapon attack.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Wild Instincts

At 6th level, your connection to the primal world heightens your senses. You gain proficiency in Wisdom saving throws. You also gain expertise in Animal Handling and Survival checks. Additionally, you get to use Rage once without using any action or bonus action.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Apex Predator

At 14th level, you become the ultimate predator, striking fear into the hearts of your enemies. While raging, your attacks ignore resistance and immunity acts as resistance to bludgeoning, piercing, and slashing damage. Your melee weapon attacks deal an extra 6d6 damage. Additionally, when you score a critical hit with a melee weapon attack, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or suffer devastating wounds. On a failed save, the target takes additional damage equal to your Barbarian level on the start of each turn and becomes incapacitated until the end of its next turn. Its movement speed is halved. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a long rest.

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