Base Class: Barbarian
One could say that a barbarian brings out their inner monster while raging. Barbarians of the Path of the Monster take this more literally. Every barbarian who takes this path holds a monstrous form within them, biding its time for the perfect opportunity to unleash itself and sate its bloodlust. Most barbarians of this path struggle with this beast, but the most skilled come to understand and work with it, making a perfect symbiotic relationship.
Monstrous Form
Starting when you choose this path at 3rd level, your rage brings out the monster within you. Whenever you rage, you grow one size category larger (for example, from Medium to Large), your weight is doubled, your unarmed attacks use a d4 for damage, and you gain temporary hit points equal to your barbarian level. Additionally, your creature type changes from humanoid to beast, giant or monstrosity (your choice).
You can choose how your new monstrous form looks. It could be a larger, more muscular version of yourself, or have a completely different look than your normal form. Keep in mind what creature type you chose when deciding how your form looks.
Monstrous Trigger
You might have been born with this monster lurking deep within you, or it might’ve been the result of a magical experiment gone wrong. No matter the reason, you have a certain trigger or triggers that tend to bring this monster out of you. It could be something abstract, such as anger, or something physical, like seeing blood. Talk with your DM about what your trigger is and how it relates to your character.
Starting when you choose this path, whenever you encounter this trigger, the DM can have you roll a d20. On a 1, your monstrous form emerges, forcing you to rage. In most cases, when your monstrous form is triggered, your primary objective is to either get rid of the trigger or to satisfy an urge that it evokes in you. The concept of enemies and allies means nothing to you. Each turn while you are in this uncontrollable state, you can make a Wisdom saving throw with a DC of 20 minus your barbarian level (minimum of 8), and on a success, you stop raging.
Raw Power
At 6th level, you can use your bonus action to put extra force into your next attack on the same turn. If that attack lands, roll damage and double it. You can use this feature once per rage.
Additionally, your Strength modifier increases by 1 when in your monstrous form.
Control the Beast
At 10th level, you gain the ability to channel your monstrous form without raging. You can stay in this form for 1 minute at a time, and it recharges after an hour without being in monstrous form, raging or otherwise. While in this form, you still have advantage on Strength checks and saving throws, as well as the other benefits unique to your monstrous form.
When you do this, the DM can have you roll a d20, and on a 1, you lose control and attack the nearest creature to you for the duration.
You are also still susceptible to your Monstrous Trigger while in this form. If you have already lost control, you have disadvantage on the roll.
Behemoth
At 14th level, you’ve gained a mastery over your monstrous form. While in your monstrous form, you can use a bonus action to change an aspect of your form. This aspect depends on the creature type you chose at 3rd level.
Predator’s Savagery. If you chose beast, your eyes glow red and your senses heighten. You gain 30 feet of blindsight, and you gain a bite attack, which deals 1d12 piercing damage. The target then has to make a Constitution saving throw, and take 1d8 poison damage on a failure, or half as much on a success. Whenever you land a hit with an attack other than your bite attack, you can choose to perform a multiattack using the bite attack.
Giant’s Might. If you chose giant, your size category grows by one more, your temporary hit points double, and you add double your Strength modifier when rolling for damage. Additionally, you can use your action to perform a stomp. Every creature within a 20 foot radius of you must make a Constitution saving throw. They take 3d8 thunder damage on a failed save, or half as much on a successful one. You can use this action again after finishing a short rest.
Flight of the Unnatural. If you chose monstrosity, you sprout 2 large, horrific wings and you gain a flying speed of 30 feet for the duration. As an action, you can flap your wings and cast Gust of Wind, using Strength as your spellcasting ability. After doing this, you cannot do it again until you finish a short or long rest.
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Posted Apr 6, 2021some of the parts are incomplete or glitched like monsterous form