Base Class: Barbarian
The Path of the Moon is one of heightened senses, fiery tempers, and an inclination towards rare meat. Taking this pact is usually voluntary in the few small communities where it is considered acceptable. However, the path can be forced upon you. Most barbarians earn this gift as they move up through their tribal hierarchy. Some consider it a curse; While others, a test of inner willpower against the beast within. Your rage is accompanied by a gruesome transformation. Your body becomes furred, your hands and feet become clawed, and the rest of your anatomy splits the difference between humanoid and wolf.
Bestial Boons
At 3rd level, while raging, you take on the appearance of a Werewolf when raging. Your size doesn't change, and your equipment doesn’t transform with you. While raging, you gain the following benefits:
Clawing Strikes: Your claws are natural weapons that deal 2d4 + your strength modifier slashing damage instead of the normal bludgeoning damage of an unarmed strike.
Ferocious Bite: Your fanged maw also counts as a natural weapon, dealing 1d10 + your strength modifier piercing damage on a hit.
Keen Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bonus Proficiency
Managing Expectations: If people know what you are, they aren't always the friendliest. So you either need to keep a low profile, or make sure they're too afraid to be rude. You can choose a proficiency in: Stealth or Intimidation.
Intimidation
Stealth
Pack Inspiration
At 3rd level, when you adopt this path, you gain the ability to use the effect you have on others to your advantage. Once per long rest, you can choose to either inspire your allies as a pack leader or terrify your enemies with a mighty roar. To do so, as a bonus action choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Pack Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll or saving throw it makes to avoid being frightened. The creature can wait until after it rolls the d20 before deciding to use the Pack Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Pack Inspiration die is rolled, it is lost. A creature can have only one Pack Inspiration die at a time.
At 3rd level, you have 2 Pack Inspiration dice, and you gain an extra inspiration die at 6th, and 14th level. Your Pack Inspiration die becomes a d8 at 10th level.
Inspiring Actions
You can use your Pack Inspiration dice to terrify your enemies. As an action, you produce a terrifying roar at one creature within 60 feet of you who can hear you. They must succeed on a wisdom saving throw against (d20 roll + the roll from your Pack Inspiration dice). If the target is already frightened of you due to this feature, you can use your bonus action on future turns to attempt to frighten the creature again. When re-frightening a creature, it must make a WIS saving throw against a new intimidation roll by you every round. If the target was already frightened by this feature, you do not need to expend a Pack Inspiration die. If the creature makes its saving throw or you don't use your bonus action to re-frighten the target, the creature is no longer frightened.
At 14th level, you can spend one of your Pack Inspiration dice to terrify all hostile creatures within 5 feet of your allies. If the creatures take the attack action on their next turn, they must subtract the roll you made on your Pack Inspiration die from their attack roll for their first attack.
Bestial Pounce
At 6th level, you can use an action to make a ranged pounce attack onto a creature within 20 feet. You must move to a location within 5 feet of the creature. The creature must succeed on a dexterity saving throw (DC {{savedc:str}}), or be knocked prone and suffer 1d4 bludgeoning damage. On a successful save, the creature takes half damage (rounded down) and is not knocked prone. If your leap takes you past any hostile creatures, each one may make an opportunity attack against you.
Gorging
At 10th level, you can use a bonus action to give in to your baser instincts and gorge yourself on any creature that you killed with an attack this turn. You must be in within 5 feet of the creature. Doing so gives temporary hit points equal to 1d8 + your constitution modifier. The creature must have a physical form made of meaty flesh. If the creature is undead or suffering from a disease, you must make a constitution saving throw of 13 or you gain no hit points and take 1d4 poison damage. You can use this ability once per long rest.
Rabid Fury
At 14th level, you gain the ability to push your rage even further. If you drop to half of your total hit points (rounded down) or less while raged (ignoring temporary hit points), your animal instincts take over. You gain an extra d4 to your clawing strikes attack and your Ferocious Bite attack becomes 1d12. This effect can only occur once per day.
Previous Versions
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5/29/2020 2:11:59 AM
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1.2
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5/29/2020 4:55:51 AM
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1.3
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Coming Soon
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