Barbarian
Base Class: Barbarian

Embrace a more bestial rage

Animal Behavior

At 3rd level when you take this subclass, Gain Advantage on Wisdom (Perception) and Wisdom (Survival) checks while away from civilization and gain proficiency in Wisdom (Animal Handling). You also gain the ability to speak to beasts as if you shared a language.

Feral Defense

At 3rd level when you take this subclass you become proficient with Unarmed Strikes, hereafter referred to as Beast Claws, they are stronger (1d4 + Strength modifier) and increase in power as you level up in this class; you can make a Beast Claws attack as a Bonus Action when you take the Attack Action. Beast Claws increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

You also have a creature you mimic in your actions that grant you benefits, the creature you choose at 3rd level is the only creature you may mimic in later levels.

Ape

When you choose this animal mimic, when you Rage you gain temporary hit points equal to your Constitution modifier + your barbarian level.

Boar

When you choose this animal mimic, whenever you hit with your Beast Claws you can cause your target to make a Strength save (DC = 8 + Strength modifier + proficiency modifier) or be knocked prone.

Crocodile

When you choose this animal mimic, attacks against you while you're Prone do not have Advantage, and rather than Punch (bludgeon) with your Beast Claws you can Bite (pierce).

Dragon

When you pick this animal mimic, choose a Draconic Imitant. When Raging gain resistance to an appropriate Damage type related to your Imitant and rather than Punch (bludgeon) with your Beast Claws you can Claw (slash).

Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Radiant

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Shark

When you choose this animal mimic, you deal an extra 1d8 damage to any creature that does not have all its hit points once per turn and rather than Punch (bludgeon) with your Beast Claws you can Bite (pierce).

Tiger

When you choose this animal mimic, you gain proficiency in Dexterity (Stealth) checks and gain Darkvision to 60 feet (if you already have Darkvision it extends by 30 feet), and rather than Punch (bludgeon) with your Beast Claws you can Claw (slash).

Wolf

When you choose this animal mimic, you gain the Pack Tactics Feat and rather than Punch (bludgeon) with your Beast Claws you can Bite (pierce).

Supernatural Ferocity

At 6th level your strong belief in your animalistic qualities draws natural magics into you, your Beast Claws now count as magical for the sake of overcoming resistances and immunities to nonmagical damage. 

You also gain a new ability based on your animal mimic.

Ape

As of 6th level the nature magic you've pulled in lengthens your arms. Your reach increases by 5 feet and you gain a climbing speed equal to your walking speed.

Boar

As of 6th level the nature magic surrounding you hyper extends your lower canines. You grow large tusks that change your Beast Claws- Bludgeon into Beast Claws- Gore. You also gain the Menacing trait. If you already have Menacing, gain Advantage on Intimidation checks.

Crocodile

As of 6th level you gain a swim speed equal to your movement speed and when you hit with your Beast Claws- Bite you immediately Grapple your target. 

Dragon

As of 6th level while Raging, as a Bonus Action you can attempt to frighten creatures ahead of you that can see and hear you. Any creature in a 15-foot cone ahead of you must make a Wisdom saving throw. DC = 8 + your Charisma modifier + proficiency. On fail they are frightened of you for 1 minute. You can use this feature Wisdom modifier times per day.

Shark

As of 6th level you gain a swim speed equal to your movement speed and the nature magic also envelopes your lungs granting you water-breathing. Your Blood Frenzy feature is now constant while you are underwater.

Tiger

As of 6th level your movement speed increases by 10 feet and you can move stealthily at full speed. You also can cast Invisibility on yourself once per rest.

Wolf

As of 6th level while Raging, you may howl as a Bonus Action to inspire your allies and allow them to move half their speed as their Reaction. You can do this wisdom modifier times per day.

Rabid Rage

At 10th level you're slowly becoming more and more bestial. You can add your Wisdom modifier to Initiative Rolls. While Raging, your Intelligence Score(mod) becomes 4(-3) and cannot be reduced further by anything short of the Feeblemind spell. Once per Rage as an Action, you can emit an unearthly roar that functions as a 3rd level Thunderwave spell (DC = 8 + Charisma Modifier + proficiency modifier.)

With an Intelligence Score of 4, you cannot speak outside of animalistic grunts, snarls and the like. With this Intelligence Score you operate on instinct rather than cognitive thought.

Become The Beast

At 14th level once per Long Rest, expend 2 of your Rages as an Action to assume the Hybrid-Form of a Lycanthropic creature based on the creature you chose to Mimic for 1 minute. You're considered Raging for the entire duration, cannot drop your Rage and gain other benefits. This transformation does not affect your alignment. Using the creatures stat block from the Monster Manual, if any of your stats increase (barring your Intelligence score due to the Rabid Rage Feature) apply the changes for the duration, if they would decrease use your stats. (By "use the ___ stat block", your HP, AC and Actions remain the same unless otherwise stated.) At 20th level, you can Become the Beast twice per long rest.

Ape

You become a Sasquatch (use Giant Ape stat block). When you make a Beast Claws attack, your target must make a Strength saving throw (DC = 8 + Strength modifier + proficiency) or be knocked back 20ft. Your Beast Claws' damage die scales up by 1, up to d12s.

Boar

You become a Wereboar. As an Action, after moving 15 feet in a straight line, double your Beast Claws damage dice and cause anyone ahead of you for the rest of your movement speed to make a Strength save (DC = 8 + Strength mod + proficiency mod, DC decreases by 2 for every target hit; minimum DC10) or be knocked prone. A successful save takes half damage and isn't knocked prone. You do not provoke Opportunity Attacks in this manner. 

Crocodile

Become a Werecroc (use Giant Crocodile stat block). Your Base AC becomes 13+Dexterity mod+Constitution mod and while you have a target grappled with your Gator's Bite you can use an Attack Action to Deathroll. 

When you choose to Deathroll as an Attack action, you go prone. As part of the same action you can move, while remaining prone, yourself horizontally 5 feet around the grappled if they fail a Constitution check versus your Strength check. Additionally if they failed, you deal double your Beast Claws dice of damage plus your base Strength modifier. If they succeed this check, you both move 5 feet in your chosen direction but they only take half damage. The grappled can choose to go prone to gain advantage on this check.

Dragon

You become a Half-Dragon (use the appropriate Young Dragon stat block). You gain wings granting you a Fly Speed equal to your Movement Speed and as an Action you can utilize the appropriate Breath Weapon of your Draconic Imitant equal to a Dragonborn's Breath Weapon thrice per Transformation.

Shark

You become a Wereshark (use Giant Shark stat block). When you hit with at least one of your Beast Claws- Bite attacks, your target takes one Beast Claws die of necrotic damage at the start of their next turn. If you kill a creature with a Bite attack you regain HP equal to the damage dealt + your Constitution modifier.

Tiger

You become a Weretiger. Your movement speed increases by 10 feet. After moving 10 feet straight toward a target, make a Beast Claws attack. If you hit, the target must make a Strength save (DC = 8 + Strength mod + proficiency mod) or be knocked prone. On a fail, you may follow-up with 2 more Beast Claws attacks as a bonus action. On success they are not knocked prone and your actions continue as normal. If you attack from stealth while transformed and your target hasn't seen you, on a hit add 3d6 to your damage for the first attack. if the first attack misses, the Sneak Attack damage is lost

Wolf

You become a Werewolf. As a Bonus Action, howl to summon 2 Dire Wolves as per the Conjure Animals spell. They last for the duration of your Transformation or until reduced to 0HP. You can communicate telepathically with them so long as they're within 60 feet of you. You can only use this feature once per Transformation.

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