Barbarian
Base Class: Barbarian

Some warriors rage like fire—brief, bright, and spent. Others let fury burn slow and cold, sharpening their hate like a blade. But those who follow the Path of the Feral Beast? They don't burn. They hunger.

There's no ceremony to it. No ancestor’s whisper or vision from beyond. One day, the red haze doesn’t fade. You bite down, and don’t stop. You tear muscle from bone and it feels right. You feel faster. Stronger. Your fingers curl like claws and you learn you can run on all fours if you want to. You don’t choose the Beast. It chooses you. And if it doesn’t eat you whole, it shows you how to feed.

These barbarians don’t wear pelts or paint themselves with tribal sigils. The marks they wear are scars—taken and given. They are trackers, maulers, and stalkers who don’t fight clean because nature doesn’t. They mark their prey and pursue with terrifying focus, never stopping, never slowing, even through blood and bone and fire.

Veterans of this path learn to fight like animals and think like predators. The strong live. The weak run. The clever hide. The feral… hunt. And once you hear them in the brush behind you, it’s already too late.

They aren’t called beasts as an insult.
It’s a warning.

Blood lust

Upon taking on the Path of the feral beast, your prey will forever be hunted. When you hit a creature, you can use a bonus action to mark it until it dies, you die, you’re incapacitated or you use this feature again. While a target is marked this way:
You always know its location.
Your attacks against it, including when you mark it, deal additional damage equal to half your proficiency bonus.
You score a critical hit on a roll of 19 or 20.

Rip and Tear

At level 3, your teeth grow sharper, and your claws refined. You can roll a d8 in place of the normal damage of your unarmed strike, which now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This die changes to 1d10 at 10th level and 1d12 at your 14th level.
This damage can be piercing, slashing, or bludgeoning damage, depending on if you bite, slash, or punch the target. While raging you gain an additional effect depending on the method of the attack. Bite: Your teeth are sharp, and impossible to escape. When you hit a creature with this attack, you can choose to latch onto it. Latching onto a creature counts as grappling it. While latched on, you deal 1d8 piercing damage at the start of the target’s turn. Your hands are considered free while you are latched on. The target can attempt to break free at the end of its turn by making an Athletics check against your Athletics check. You automatically release if you lose consciousness, or you can release the target as a free action. Slash: Your claws are long, and can be felt down to the bone. The target of the slash begins to bleed, causing them to move slower.The target’s speed is reduced by 10 feet, and it takes 1d6 necrotic damage at the start of each of its turns until it uses its action to make a successful Medicine check (DC = 8 + your Strength modifier + your proficiency bonus). On a success, they patch the wound and begin to move normally. The effect also ends after 1 minute. Punch: Your fists hit harder then a sledgehammer. When you hit a creature with this attack, you can force the target to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, you impose one of the following effects on the target: You force the target away from you. The target is pushed up to 10 feet away from you. You slam the target into the ground. The target is knocked prone

Hunter becomes Hunted

At level 6, You gain the ability to sense creatures you cannot see. You gain blindsight out to a range of 30 feet. Additionally, you cannot be surprised, and while you are conscious, you automatically wake if a hostile creature enters the range of your blindsight. This feature does not function if you are magically put to sleep or rendered unconscious. Additionally crawling does not cost extra movement and getting up from prone costs only 5 feet of movement.

Unleash the Beast

At level 10, you have learned to harness your feral instincts to bolster your combat capabilities. As a bonus action, you can you may choose to enhance your speed, agility, or reflexes when you enter a rage. Ferocious Speed: Your movements become a blur. You increase your movement speed by 20 feet until the end of your rage. Additionally, you can take the Dash action as a bonus action during this time and when you enter your rage. Predator’s Reflexes: Your instincts sharpen to a razor’s edge. When you are hit by an attack, you can use your reaction to impose disadvantage on that attack if this attack. Additionally, when a creature misses a melee attack against you, you can make a unarmed strike against that creature once per turn. Savage Assault: Your strikes become relentless. You can to make an additional unarmed strike as part of your Attack action. All effects end once your rage ends

Apex Predator

At level 14, your mastery of feral combat allows you to dominate the battlefield with devastating efficiency. You can unleash your primal fury to become an unstoppable force. When you rage you enter a state of apex predation. While in this state, you gain the following benefits: You can make one additional unarmed strike whenever you take the Attack action on your turn. This stacks with other features that give an additional attack. Your movement speed is doubled. You gain resistance to all damage except psychic. You gain your rage bonus in AC.

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