|
Barbarian |
|
Barbarian: Primal Instinct |
|
Your primal
instincts benefit both your rage and persistent rage abilities: •
Rage.
When you enter your rage, you can choose one of your primal instinct rage
powers and gain the benefit of that rage power for the duration of the rage. •
Persistent Rage.
When you enter your persistent rage, you gain the benefit of all your primal
instinct rage powers and one of your primal instinct persistent rage powers. If any of the
primal instinct feature grants you an ability or a spell that calls for a
saving throw, the DC is equal to 8 + your rage potency + your proficiency
bonus. In addition, any spell you gain with your primal instincts uses your
rage potency in place of any spellcasting ability modifiers. |
|
Primal Instinct |
|
Feral Rage As you rage,
your form takes on bestial features: •
Rage Power: Feral Rage. Once during
your rage, you can transform and gain one feral form (below) until the end of
your turn. •
Persistent Rage Power: Bestial
Transformation. When you use your persistent rage feature, the form
you gain when you transform with your feral rage lasts the whole duration of
your rage instead of just one turn. Feral Forms Whenever you transform
into a feral form, you gain one of the following special natural weapons: •
Feral Bite. Your mouth
transforms into a bestial maw or great mandibles (your choice) that deals 1d4
piercing damage and has the brutal property. Once on your turn, you
can make an attack with your feral bite if you have not already made a feral
bite attack on that turn (no action required). •
Feral Claws. Your hands
transform into claws, which you can use to make attacks if you are not
holding anything in your hands. Your claws each deal 1d6 slashing damage on a
hit and have the tearing property. When you hit a creature with one of
your claws, you can immediately make an attack with your other claw against
that creature (no action required). You can make this additional attack only
once on your turn. You can add your rage potency as a bonus to attack rolls
with these claws. •
Feral Tail. You grow a
scaly or bulky tail, which you can use as a weapon that deals 1d4 bludgeoning
damage on a hit and has the reach property. On a hit, the target must
also succeed on a Strength saving throw or be knocked prone if it is
one size larger than you or smaller. On each of your turns, you can make an
additional attack with your feral tail (no action required). |