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Primal Paths

At 3rd level, a barbarian gains the Primal Path feature. The following option is available, in addition to those offered in the Player’s Handbook: the Path of the Amalgam.

Path of the Amalgam

Unlike most barbarians, you aren't a tribal warrior, haughty brawler, or righteous zealot. Your rage isn't fueled by your dedication to a cause, your will to fight, or any such personal motive. You are the result of an unnatural fusion with a monstrous creature, and its instincts constantly battle with your higher thinking for dominance. When a barbarian of this path rages, the barbarian is overcome with an unnatural ferocity that gives them strength.

Amalgams command ferocious power, but the battle to control it takes its toll. These barbarians will often exile themselves, since their struggle to avoid their base instincts often leads to tragic accidents.

Path of the Amalgam Features

Barbarian Level Feature 3rd Manifestation 6th Adversity 10th Release Restraint 14th Melded Mind

Manifestation

Beginning at 3rd level, the monstrous creature that has fused with you manifests physically on your form, if it hasn't already. Choose one of the following options when you gain this feature. You attain fine control of this part of yourself, gaining access to abilities inherent to it while you are raging.

Arm. You have one oversized, monstrous arm, which you gain control of. It is a one-handed melee weapon with the heavy and reach properties. The weapon deals 1d8 slashing damage, which increases to 1d10 at level 5, and 1d12 at level 11. At 5th level, your arm's attacks become magical. Your arm only has these properties while being used as a weapon.

Eyes. Your irises and pupils take on monstrous qualities. You have advantage on Charisma (Intimidation) checks. As a bonus action, you can focus your gaze on a creature that you have attacked this turn. The creature must make a Wisdom (Insight) check opposed by your Charisma (Intimidation) check. If you win the contest, it is frightened of you until the end of your next turn.

Legs. Your legs have monstrous qualities, which you learn to channel. Your AC increases by 1, and your walking speed increases by 10 feet. You can use your bonus action to take the Disengage and Dash actions.

Additionally, at the end of each of your turns while you are raging, you must make a Constitution saving throw to maintain physical control of your monstrous side. The DC starts at 5 and increases by 1 for each turn you have taken while raging. On a failure, you must either end your rage or suffer one level of exhaustion.

Adversity

Beginning at 6th level, your monstrous blood becomes integrated with your natural blood, granting you abnormal resistance to afflictions of the flesh. You are resistant to poison damage and immune to the poisoned condition, and you have advantage on saving throws against disease.

Release Restraint

Beginning at 10th level, you have become able to completely suppress the compulsions of your monstrous side, gaining the ability to fully release the mental restraints you maintain on its abilities for a time. While you are raging, you gain a benefit based on the Manifestation you chose at 3rd level.

Arm. As a reaction when something attempts to move you, force you to move, or knock you prone against your will, you anchor your arm to the ground beneath you. Until the start of your next turn, you can add your Constitution modifier to checks and saving throws against such effects. At the start of your next turn, you can rip debris up from the ground as you pull your arm free. All creatures in a 15-foot cone originating from you must make a Dexterity saving throw(DC 8 + your proficiency bonus + your Strength modifier), taking 6d6 + your Strength modifier in bludgeoning damage on a failure, or half on a success.

Eyes. As an action, you become able to see the aura of any invisible creatures within 30 feet of you. Additionally, if there is a creature disguised or concealed by a visual illusion within 30 feet of you that you can see, you can make a DC 15 Wisdom (Insight) check. On a success, you see past the illusion to its true form. These benefits last until the end of your rage. Once you've used this feature, you can't use it again until you finish a long rest.

Legs. Your jump distance triples, you no longer need to move in order to cover the full distance of either a long or high jump, and you do not take falling damage for falling distances of 40 feet or less while you are conscious. If you jump on your turn, you can use your action to slam your feet when you land. Each creature in a 15-foot radius of you when you land must make a Strength saving throw(DC 8 + your proficiency bonus + your Strength modifier). On a failure, a creature takes 5d8 + your Strength modifier in bludgeoning damage and is knocked prone if it is Huge or smaller. On a success, a creature takes half of the damage and is not knocked prone. Once you've used this feature, you can't use it again until you finish a short or long rest.

Melded Mind

Beginning at 14th level, you have overtaken the mind of your monstrous side, gaining access to its natural instincts without the complications. You no longer need to make saving throws to maintain your rage. When you make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to gain advantage on the saving throw and add your Constitution modifier to the result. Once you have used this feature, you can't use it again until you finish a long rest.