Path of the Monster

Some warriors train their entire lives, honing their bodies to the peak of human condition. Those that follow the path of the monster seek a loftier goal not content with mere human greatness but willing to surpass it. These warriors seek to be as resilient as a giant, to become as swift as a dragon, and strike as hard as a demon. These barbarians wish to become that which they hunt... a true monster.

Aspect of the Monstrous

Upon choosing this path at 3rd level, you learn 3 monstrous abilities from the monstrous paths list which are fuelled using your hit-dice.

Monstrous abilities: You learn three Monstrous abilities of your choice, which are detailed under “Monstrous abilities” below. Many monstrous abilities enhance an attack in some way. You can use only one Monstrous ability per attack. You learn one additional monstrous abilities of your choice at 6th, 10th, and 14th level in this class. Each time you learn new monstrous ability, you can also replace one Monstrous ability you know with a different one.

Hit-dice: are used to power monstrous abilities, the number of hit-dice you have is equal to your barbarian level and your hit-dice for the barbarian class is a D12. You may not use a hit-die from another class for monstrous abilities. These are the hit-dice you use for healing during a short rest.

Saving Throws: Some of your monstrous abilities require your target to make a saving throw to resist the monstrous ability’s effects. The saving throw DC is calculated as follows:

Monstrous ability save DC = 8 + your proficiency bonus + your Strength or constitution modifier (your choice)

Inhuman resilience

At 3rd level your body has begun to adapt to the strain of constant use. During a short rest you may recover half your barbarian hit-dice rounded up. You may use this ability once per long rest. Additionally during a long rest you recover all of your spent barbarian hit dice.

Monstrous Visage

At 6th level, you can get in touch with your inner monster. When making a wisdom check relating to a monstrosity, fiend, dragon or giant, you may spend 1 hit-die to gain advantage on that check. Additionally, when making an intimidation check against a humanoid, beast, fey or celestial creature, you may expend 1 hit-die to make that intimidation check at advantage and using your strength.

Titanic might

At 10th level your might knows no bounds. When asked to roll a hit-die for a monstrous ability you may spend 2 hit-dice instead, roll both dice and combine the results.

Become the Beast

At 14th level you have delved so far into tainted power that you can now adopt your true monstrous form. As an action you can spend 5 hit-dice to assume one of the chosen forms for 1 minute:

Demonic form: Your skin and body become red hot with rage as new horns erupt from your skull. While in this form you gain resistance to fire and psychic damage, and an aura of flames surrounds you dealing fire damage equal to your strength bonus to all enemies within 10ft. Additionally you may add your rage damage bonus to saving throws to resist spells targeting you.

Monstrous form: Thick fur and bone erupts from your skin as your teeth sharpen to an edge. While in this form your walking speed increases by 10ft and all opportunity attacks on you have disadvantage. Additionally, you gain a 1d8 piercing bite attack that you can use as a bonus action.

Gigantic form: Muscles swell as your form expands pushing you ever higher above your foes. When entering this form, you gain 1d12 temporary hit points and grow as if under the effects of the Enlarge portion of the enlarge/reduce 2nd level spell. Additionally, your weapon attacks gain an extra reach of 5ft.

Draconic form: Thick scales poke out from under your skin as a deep heat wells up from inside your belly and leathery wings emerge from your back. While in this form, you gain a fly speed of 30ft and gain resistance to one choice of fire, cold, lightning, poison or acid until the end of the transformation. Additionally, you gain one use of legendary resistance which can be used to automatically pass one saving throw while in this form.

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