Base Class: Barbarian
When you take this path at the 3rd level, you gain the following benefits:
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance (no action required). You may shift both in and out of combat, but entering a rage will always trigger a shift.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Until the rage ends, you manifest natural weapons. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls, as normal. You have disadvantage on attack rolls with all other weapons, as your new form produces new difficulties.
Bite. Your mouth transforms into a bestial muzzle. It deals 1d10 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to the damage dealt, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 2d4 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.
Primal Strikes. Starting at 6th level, when in beast form you gain advantage on Strength checks made to push, pull, lift, or break objects and your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Boy Throwing. At the 10th level, your connection with your instinctive nature allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Call the Hunt. At 14th level, 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 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.
Primal Strikes
Starting at 6th level, when in beast form you gain advantage on Strength checks made to push, pull, lift, or break objects and your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Boy Throwing
At the 10th level, your connection with your instinctive nature allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Call the Hunt
At 14th level, 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 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.
Natural Weapons
Me when I GET you
Lycanthrope
At 3rd level, when you adopt this path, you gain the benefits of Werebear lycanthrope.
Bear
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.