Saturday, October 14, 2017

Naryan Class Options: Barbarian: Path of the Feral

PATH OF THE FERAL
For other barbarians, rage is a means to an end or a spiritual experience. But for those that follow the path of the feral, tearing their prey apart comes as natural to them as it does to any predator. When a feral barbarian enters the fray, they are overwhelmed by bloodlust, eschewing weapons or technique, and instead relying on overwhelming physical strength, agility and violence to turn any battle into a bloody affair.

TOOTH AND CLAW
Starting at 3rd, when you enter a rage your feral aspect intensifies to match your bloodlust. Your hands become powerful claws and your teeth become deadly fangs.

Your hands become clawed natural weapons, which you can use to make unarmed strikes. If you hit with one of your claws, you deal slashing or bludgeoning damage (your choice) equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a natural claw attack from your race, increase the hit dice to 1d6. When raging, because of your claws, you have climbing speed of 2/3 your base walking speed rounded down (minimum 20 feet).

Your jaw is a strong natural weapon, which can be used to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a natural bite attack from your race, increase the hit dice to 1d8.

You can use your claws as an off-hand attack weapon. Once per turn, you can make a grapple attempt as part of a bite or claw attack.

When you engage in two-weapon fighting with your natural weapons, you can add your Strength modifier to the damage of the second attack.

When raging, your claw and bite attacks deal an additional weapon die in damage whenever you hit with an attack.

When raging, you also gain a pounce action: if you move at least 15 feet straight toward a creature and end within melee range, you can take a pounce action. They creature must make a Strength saving throw against a DC equal to 10 + your Strength modifier and, if they fail, they fall prone. After knocking a creature prone with a pounce action, you may choose to make a bite attack as a bonus action against the prone creature.

While raging, you also ignore difficult terrain.

ULTIMATE PREDATOR
Starting at 6th level level, you begin to hone your senses to your natural surroundings to a level that betrays your monstrous secondary nature. You become proficient in the Survival skill. While tracking other creatures you gain the following benefits:
  • If you are traveling alone, you can move stealthily at a normal pace.
  • You can learn their exact number, their sizes, and how long ago they passed through the area.
  • If and when you find creatures that you are tracking, you gain advantage on your initiative roll.
Starting at 6th level, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Also, if you already don't have it, you gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, increase your range to 120 feet.

HULKING BEAST
Starting at 10th level, your rage causes you to swell to the size of an apex predator. Whenever you are raging, you may choose to become your hulking beast form. When you do so, if you're smaller than large, you become Large for the duration of the rage. You gain 10 temporary hit points. Your reach increases by 5 with all of your melee attacks. Your claw weapon dice increases to 1d6 and your bite weapon dice increases to 1d8.If you already have a natural claw attack from your race, increase the hit dice to 1d8 and if you have already have a natural bite attack, increase the hit dice to 1d10.

RIP AND TEAR
Starting at 14th level, you do not so easily give up your prey. When ever you end a grapple or the creature escapes your grapple, the target takes damage equal to your Strength modifier.

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