Base Class: Barbarian
While most Barbarians choose their path, some are chosen. You are infected with a symbiote, an alien creature that bonds with local creatures to survive.
Some hosts strike a deal with their symbiote, while others are subjected to the whims of the aberration. The symbiote itself could have any number of goals: to find a new home; to devour new worlds; to find more of its kind; or other, more otherworldly plans.
Generative Weapons
Upon choosing this path at 3rd level, you begin to learn to work with the symbiote that now lives in your body. While raging, you can create claws for natural weapons for you to use in combat.
While raging, you create can create claws as a free action. You gain a Claw attack, adding your proficiency bonus to the attack rolls with a reach of 10 ft, and you can make a Claw attack as a bonus action when using the Attack action with them. Unarmed Strike damage: [3rd] 1d4, [6th] 1d6, [10th] 1d8, [14th] 1d10.
At level 6, your Claw attacks count as magical for the purpose of overcoming resistances.
Alien Resistance
Beginning at 6th level, while raging, you have resistance to all damage except thunder and fire damage.
Explosive Fury
At 10th level, your anger fuels you and the symbiote to greater feats.
As an action while raging, you can fling projectiles from yourself. All creatures in a 20 foot radius surrounding you must make a dexterity saving throw (DC 8 + your Proficiency + your Constitution modifier) taking 4d8 piercing damage on a failure, or half as much damage on a success. Projectiles count as magical for the purpose of overcoming resistance.
This ability can be used once per long rest.
Unnatural Juggernaut
Beginning at 14th level, your symbiote has bonded with you strongly enough to absorb damage for you and keep you healthy.
When you rage for the first time in a given day, you gain temporary hit points equal to three times your Constitution modifier. While using these hit points, you count as an aberrant creature type. You gain Darkvision out to 60 feet. If you already have darkvision, your darkvision extends out by 60 feet.
When you lose these temporary hit points, you regain any health by the amount of temporary hit points lost.
This feature can't be used again until the next dawn.
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