Path of the Monstrosity

== Barbarian: Path of the Monstrosity ==
The Path of the Monstrosity is one of intense bodily evolution. These barbarians use supernatural powers and transformations to turn their own bodies into powerful weapons. Their rage is not just a frenzy of power but comes with a physical change to their form.
The origins of these abilities may come from several sources. They may come from a fiendish curse that has been bestowed upon you. They may come from a rare concoction that begins to transmute your body. They may come from an awakened bloodline of a monstrous ancestor. To some these abilities are a curse. With each transformation they look less like themselves and feel more like a brutal beast.
== Monstrous Transformation ==
3rd-level Path of the Monstrosity feature
When you enter your rage, your body transmutes into a monstrous form. You may grow fangs, claws, scales, hair, a tail, additional limbs, vestigial wings, etc. which may linger after the rage ends. You gain the following features while raging:
* If you are smaller than Large, you become Large. If you lack the room to become Large, your size doesn't change. Your equipment either falls at your feet or merges into your new form.
* Your unarmed strikes (jaws, claws, tail, etc.) deal 1d8 bludgeoning, piercing, or slashing damage (your choice when you make the attack).
* You gain a climbing speed or swimming speed equal to your movement speed (your choice when you enter your rage).
* You gain Darkvision out to a range of 60 feet. If you already have Darkvision it's range increases by 30 feet.
* You gain advantage on Perception (Wisdom) checks based on smell.
When your rage ends, you can choose one of the above features to remain until you complete a long rest.
== Monstrous Armaments ==
6th-level Path of the Monstrosity feature
Your monstrous appearance evolves deadlier armaments. Your unarmed strikes count as magical for the purposes of overcoming damage resistances. 
When you gain this feature, you choose to evolve three of the Monstrous Armaments listed below. Some of these features require a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Monstrous save DC = 8 + your proficiency bonus + your Constitution modifier.
When you enter your rage, you choose one of the Monstrous Armaments that you have chosen to evolve to gain the benefits of for the duration of the rage. The armaments are as follows:
* Aquatic Adept. You gain a swim speed equal to twice your movement speed and can breathe underwater.
* Deadly Reach. Your reach increases by 5 feet and you have advantage on checks made to grapple.
* Earthen Dweller. You gain a burrowing speed equal to your movement speed and can move through unworked earth. If you end your turn inside an object, you take 2d8 bludgeoning damage, which cannot be reduced in any way. The first attack you make after burrowing on your turn forces the target to succeed on a Strength saving throw against your Monstrous save DC, or be knocked prone.
* Elemental Blast. When you take the Attack action on your turn, you can replace one of the attacks with a blast of elemental energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, poison, or thunder. Each creature in that area must make a Dexterity saving throw against your Monstrous save DC, taking 2d6 damage of the chosen type on a failed save, or half as much damage on a successful one. You can use this attack a number of times equal to your proficiency bonus, and regain all expended uses at the start of your rage.
* Healing Touch. You are gifted with the ability to heal. As a bonus action, you can touch a creature causing them to regain a number of hit points equal to 1d8 + your Constitution modifier (a minimum of +1). You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses at the start of your rage.
* Ironhide. You grow thick fur, skin, or a hardened carapace. Once per round you can reduce damage you take by 1d8 (no action required). Additionally, your unarmored AC increases by an amount equal to your proficiency bonus.
* Lifedrain. Once per turn when you hit with an unarmed strike, you can choose to regain an amount of hit points equal to half the damage dealt.
* Nightcrawler. Your darkvision increases to a range of 120 feet, and while you are in darkness, you can use your bonus action to teleport up to 30 feet to a space you can see that is also in darkness.
* Poison Stinger. When you hit with an unarmed strike you can choose to inject the target with deadly poison. The attack deals an additional 1d4 poison damage and the target must succeed on a Constitution saving throw against your Monstrous save DC, or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the creature fails 3 of these saves in a row, it becomes incapacitated while poisoned in this way. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the start of your rage.
* Unnatural Leap. As a bonus action, you can leap to a space within 30 feet of you without expending your movement. Additionally, you can climb across ceilings. 
* Vengeful Rend. When you are hit with a melee attack, you can use your reaction to make an unarmed strike with advantage against the attacker.
== Supernatural Mutation ==
10th-level Path of the Monstrosity feature
Your monstrous abilities begin to seep into your every waking moment. When you gain this feature you choose one of the following features:
* Brutal Might. You gain a bonus to your Strength checks and Strength saving throws equal to your proficiency bonus. Once per turn you can deal an additional 1d4 damage when you hit with a melee attack. Additionally, your melee attacks deal double damage to objects and structures.
* Elemental Conductor. Whenever you take acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage, you can use your reaction to become resistant to the triggering damage type. On your next turn, each of your unarmed strikes or Elemental Blasts deal an additional 1d4 damage of the triggering type. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
* Unnatural Agility. You gain a bonus to your Dexterity checks and Dexterity saving throws equal to your proficiency bonus. Additionally, your movement speed increases by 15 feet.
* Unnerving Intellect. You can telepathically communicate with any creature you are aware of within 90 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. You also learn the mage hand cantrip which is invisible when you cast it. Your rage does not impede the casting of this cantrip and you can cast it as a bonus action.
* Winged Being. You grow wings and gain a flying speed equal to your movement speed. Additionally, you may use your reaction to force a creature to reroll an Opportunity Attack made against you, making them use the lower roll. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
== Apex Predator ==
14th-level Path of the Monstrosity feature
Your monstrous evolutions reach the pinnacle of predatory prowess. You gain the following features:
* Your unarmed strikes now deal 1d10 damage, even while you aren't raging.
* You can choose to evolve up to 2 additional Monstrous Armaments.
* When you enter a rage, you choose 2 of your evolved Monstrous Armaments to gain for the duration of the rage.
* When your rage ends, you can choose to have one of the Monstrous Armaments you chose for that rage to remain until you complete a long rest.
== Trivia ==
* Brody created the Path of the Monstrosity out of a love for kaijus and Godzilla. So, having a Giant Ape Walker defeat Ego-Callum was a big full circle moment.