Barbarian
Base Class: Barbarian
Barbarians who walk the Path of the Primeval draw their rage from a spark burning within their souls. The spark, from a primal lizard/dinosaur like spirit or guardian, bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. (This Primeval gift is more likely to be found within a Lizardfolk; though rare. It is very uncommon or even never recently seen emerging in other races). During character creation, if a player wants to use a race other than Lizardfolk, a DM could request a player to role a 1d100 and make a rule: if you role over 70 you can apply this to another race, if not, you will have to use the normal Form of the Beast (or make a similar rule). 
 
You can choose the origin of your primal might or determine it by rolling on the Origin of the Beast table.
d4 Origin
1 One of your parents is a lycanthrope, and you’ve inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Primeval Beast

3rd-level Path of the Primeval feature

When you enter your rage, you can transform, revealing the primeval power within you. Until the rage ends, you manifest as a natural weapon. All natural strikes count as a melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. This form is similar to a Barbarian's Primal Form, but is meant to be dedicated to Lizardfolk. From a roleplay perceptive a character with this form will almost never use melee weapons (outside of ranged weapons), therefore you will see a slight increase in damage below; with the tail below taking place a great weapon attack. 

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a primordial lizard like jaw. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d8 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail. You can deals 2d6 piercing damage on a hit and has the reach property. You can only choose this attack once per round. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. If you use your tail as a reaction, you cannot use it as an attack within the next round. 

Path of the Primeval Spells 3rd-level 

At the 3rd level you gain as a cantrip: Beast Bond. You can use this once per long rest. 

 

Primeval Hide and Soul

6th-level Path of the Primeval features

Your primal form increases the appearance of your thick scaled skin; while in the form the scales become larger and more armored in appearance. Your thickened scales provide an increased to armor class while in your form (you gain +1 to your AC). The unfortunate side affect of your newer primeval form leaves the scales persisting on your skin after the first time your path leads you to this level of power. Though in your non-primal form, the scales are smaller and act as highlights on your body, clustering on the top of your hands, forearms, back, sides of the neck and legs etc. If you happen to be a race that already has scales, like Dragon Born or Lizardfolk, you can integrate the look to the overall appearance of the character.

Also the primeval power within you increases, causing the natural weapons of your Form of the Primeval to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Climbing

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Infectiously Primal Fury

10th-level Path of the Primeval feature

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You develop resistance to psychic damage and are now immune to disease. 

Path of the Primeval Spells 10th-level 

At the 10th level you gain the following cantrip: Dominate Beast. You can cast this once per long rest (for roleplay purposes you can only dominate reptiles; including dinosaur like beasts. This is due to the fact the Primeval Form primarily emerges within the Lizardfolk).

Primeval Roar

14th-level Path of the Primeval feature

You let out a primeval roar, letting out a thunderous roar damaging all around you. All hostile creatures must roll a wisdom check (DC 15). If they fail the wisdom check, the thunderous roar deals 3d12 psychic damage to all hostile creature within 15 feet around you. All creatures that fail the DC 15 wisdom check are also deafened for one round. If any of the creatures succeed with their DC check, they take half damage and are not deafened. Creatures that have immunities or magic stopping them from being deafened can ignore the deafening affects of this ability. 

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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