Dragon's Roar: The character gains the ability to mimic a dragon's fearsome roar. They can use this roar to intimidate foes. Any creatures within 30 feet that can hear the roar must make a Wisdom saving throw or become frightened for 1 minute.
Human (Variant)
- Ability Score Increase. +1 to Strength and +1 to Constitution
- Skills. Intimidation
- Feat. Slasher (+1 to Strength)
- Languages. Common and Orcish
Barbarian
Proficiencies
Saving Throws: Strength, Constitution
Skills: Athletics and Perception
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have an advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you can cast spells, you can't throw them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Rage Damage: +3
Rages: 4/Long Rest
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have an advantage on Dexterity saving throws against effects that you can see, such as traps and spells. You can't be blinded, deafened, or incapacitated to gain this benefit.
Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you an advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have an advantage until your next turn.
Primal Path
You choose a path that shapes the nature of your rage.
Path of the Symbiote
When you choose this path, at 3rd level, you form an organic shell around your body when you enter a rage. For the duration of your rage, you gain the following benefits:
- Your AC increases by 1, provided you aren't wearing armor
- Your unarmed strikes deal 1d6 slashing damage. When you take the Attack action and make an unarmed strike while not wielding a shield, you can use your bonus action to make an unarmed strike.
Your symbiote shell might be obvious at a glance, such as black armor-like covering around your body that enlarges your teeth and gives you a threatening look, or it might be something more subtle, such as your fingernails (or fingers) turning into scythe-like blades.
At 3rd level, you form a symbiotic bond with a sentient, venomous entity. This bond grants you the following benefits:
- Venomous Strikes. Your symbiotic partner enhances your melee attacks. Your unarmed strikes and melee weapon attacks deal an additional 1d4 poison damage.
- Venom Resistance. You gain resistance to poison damage as the symbiote fortifies your body against toxins.
Symbiotic Nature. You gain proficiency in the Survival skill and advantage on saving throws against being poisoned.
Morphic Techniques
Beginning at 3rd level, you can use your symbiote's unnatural anatomy to perform various horrifying techniques.
Once per turn, you can use one of the following techniques when you hit a creature with an unarmed strike. If a technique requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier. (DC 17)
- Choking Limb. Your arm wraps around the creature's neck, or your claws deeply dig into its throat. The creature must succeed on a Dexterity saving throw, or it cannot breathe until the end of your next turn.
- Primal Fling. Your arm's muscles expand to be larger than your body, allowing you to toss the creature. The creature must succeed on a Strength saving throw or be thrown up to 15 feet away from you. A Large or larger
creature automatically succeeds on its saving throw.
Warshaper
Starting at 6th level, your symbiote begins to define itself more clearly, granting you a new ability. Choose one of the following features
- Expanding Biomass. While raging, you count as one size larger for the purpose of grappling, and a creature only automatically succeeds on its saving throw against your Primal Fling if it is Gargantuan.
- Warped Reach. While raging, your unarmed strikes have the reach property. Additionally, you can grapple and shove creatures that are 10 feet away from you. If you successfully grapple a creature that is further than 5 feet away from you, you immediately pull it to be within 5 feet of you.
Morphic Strikes
Additionally, at 6th, the otherworldly nature of your shell makes your unarmed strikes count as magical for the purpose of overcoming damage resistances and immunities.
Symbiote Evolution
Starting at 6th level, your symbiote evolves, granting you further enhancements:
- Enhanced Venom. The poison damage from your Venomous Strikes increases to 1d6.
- Natural Sense. You gain blindsight with a range of 10 feet. This heightened awareness allows you to detect the presence of magical beings or magical effects, even if they are invisible or concealed.
Symbiotic Wrath
At 10th level, your symbiote can tap into its primal rage. When you enter a rage, you can choose to enter a Symbiotic Wrath. During Symbiotic Wrath: You gain temporary hit points equal to your Barbarian level + your Constitution modifier at the start of your turn. Your Venomous Strikes deal an additional 1d8 poison damage. You can make one additional melee attack as part of your Attack action. Your Symbiotic Wrath lasts for 1 minute, ending early if you are incapacitated or choose to end it on your turn as a bonus action. Once you have used Symbiotic Wrath, you must finish a long rest before you can use it again.
Apex Predator
By 10th level, your connection to your parasite influences your mind, making you think and act like it does. Other creatures have a disadvantage on Wisdom (Insight) checks made to read your emotions or tell if you’re lying, and you have an advantage on Wisdom (Survival) checks made to track a creature without all of its hit points.
Ability Score Increase/Feat
Level 4: Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)
Level 6: ASI (+2 to Dexterity)
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce (Optional)
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Background: Folk Hero
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Cook's utensils, vehicles (land)
Rustic Hospitality
Since you come from the ranks of the common folk, you easily fit in among them. You can find a place to hide, rest, or recuperate among other commoners unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.