Base Class: Barbarian
You tap into the ancestral spirit of the Primeval Ape: A being personifying strength and savagery.
Strong
When you enter your rage you transform, growing hair and muscles all over your body. While you are wearing no armor, increase your AC by 2. Until your rage ends your size increases in all dimensions, and your weight is multiplied by eight. If you are smaller than Large, you become Large. If there isn't enough room to double your size, you instead attain the maximum possible size in the space available. While enlarged: Your Melee and thrown Attacks deal 1d4 extra damage; your jump distance is tripled; and your hands become as tough as boulders, dealing 1d8 bludgeoning damage when you make an unarmed attack, or 1d12 if you use both hands to make an attack.
Tough
You shrug off attacks that would be lethal for others. While raging, gain the bellow benefits. Any Temporary Hit Points gained from this feature are lost when your rage ends.
- Gain 2d6 Temporary Hit Points when you enter your rage
- Gain 2d6 Temporary Hit Points after taking damage when an enemy attacks you and rolls a 20 on the attack roll
- Gain 2d6 Temporary Hit Points after taking damage when you roll a 1 while making a saving throw
- You have advantage on Constitution Checks
Angry
Beginning at 6th level, after you attack a creature that has resistance to the damage you deal, mark that creature. Increase your damage by 1d6 every time you attack a creature you marked; this can increase your damage up to a maximum of 4d6. Reduce this extra damage to 0 if you spend your action to make an attack that does not include a marked creature, or your rage ends, whichever comes first.
Crush
From 6th level onward, you can travel vast distances through the air. You no longer halve your jumping distance when making a standing jump, and your jumps can exceed your movement speed by up to 10 feet; then reduce your speed to 0 until the end of the turn. You also gain a climbing speed equal to your movement speed. If you jump at least 15 feet, you can reduce your speed to 0 this turn to deal an extra 1d6 damage on your next attack; if you jump at least twice this distance, increase the damage to 2d6.
Break
Beginning at 10th level, you become proficient with improvised weapons. When you make an attack with an improvised weapon made of wood, or another sufficiently fragile material, you can break the object when you make the attack to roll one of the improvised weapon’s damage dice one additional time and add it to the damage.
Primordial
Starting at 14th level, you can tap into the primordial essence of creation. Once per day, you can spend a bonus action to adapt one of the following forms for 1 minute. You can also do this as a free action, when you activate your rage. You can use this feature additional times by expending one use of your rage.
Acid: Your form becomes unstable, as you start dripping acid. When you hit with an attack, acid splashes around you, dealing 1d6 acid damage to all adjacent creatures. A creature that touches you or hits you with a melee Attack while within 5 ft. of you takes 1d6 acid damage.
Fire: You become engulfed in flames. A creature that touches you or hits you with a melee Attack while within 5 ft. of you takes 1d10 fire damage. When you hit a creature with an attack, or when a creature ends its turn within 5 feet of you, it catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Water: Your form becomes fluid, allowing you to pass through enemies. You can enter a creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. Additionally, as an action you can make each creature in your space make a Strength saving throw, DC equal to your 8 + Strength modifier + your proficiency modifier. On a failure, a target takes 2d8 + your Strength Modifier bludgeoning damage. If it is a size category or more smaller than you, it is also Grappled by you. Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space.
Wind: Your body becomes light and fast. Your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you can take an additional attack as part of your attack action. This does not stack with other features that double your speed. Double the amount of damage dice when using your Crush feature.
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