At 9th barbarian level, when entering rage, you can spend 2 extra rest dice as a full round action to transform and assume a semi-bestial bipedal form instead. When doing so, the transformation and rage are one, and it lasts minutes instead of rounds. While transformed, you gain the following properties:
200ft of darkvision
keen scent
+2 bonus to strength
-2 penalty to mental stats
+15 ft of movement speed
+10 ft bonus to jump distance
climb speed equal to movement speed
regeneration 1d3
At 10th barbarian level, choose an upgrade:
Bestial speed - When transformed, you gain a +2 bonus to dexterity, +1 bonus to AC, and +10 bonus to jump distance and movement speed.
Bestial strength - When transformed, increase the strength bonus gained by a further +2. +10 max HP.
Clawed beast - When transformed, you gain a claws for your unarmed attacks, which deal your unarmed damage +1d10 necrotic damage. The necrotic damage is cursed(cannot be healed until rest.) The claw attack is swift (can be made as bonus action.) You have disadvantage with weapon attacks while transformed. Gain a +1 bonus to natural attacks.
Dark conduit - Learn an occult, mystic, and oath spell. They must be 2nd, 3rd, and 4th lvl. While transformed, you may cast them by spending 1d4 HP per spell level as a movement action or a bonus action, using your constitution or wisdom bonus as the the casting modifier. While not transformed, you can cast them but at 1d8 HP per spell level instead.
False deer cult - While transformed, you can consume a medium or smaller corpse as a full round action to heal 3d10 health. You gain a +3 bonus to saves vs diseases and curses while transformed, and a +1 bonus when not.
Horned warrior - When transformed, you grow horns, allowing you to make a strength based horn attack as a free action when entering an enemies range and attacking for the first time, dealing 1d12 + STR bludgeoning damage on a success, with a block DC of 12 + str + prof. Gain a +3 bonus to saves vs effects that would move, push, or force you to be prone. Gain a +2 bonus to handle animal while transformed.
Primal fangs - When transformed, you gain a 1d8 bite attack, or increase your innate bite attack by 2 dice size categories. So long as you have not moved, you can make one bite attack as a free action once per turn.
Eyes of a hunter - While transformed, gain perfect darkvision and a +4 bonus to perception and investigation. You can examine a creature for 3 rounds, granting you a 1d8 bonus on your next stealth or deception check made against them.
Primal speech - While transformed, you can speak with animals, though they fear you (subject to GM.) You can learn a mystic spell (up to lvl 3) that can be cast by spending a battle dice or rest dice while transformed. It uses wisdom as the casting modifier.
Swamp creature - While transformed, you gain waterbreathing, you gain a swim speed of 80ft, your jump distance is increased by 10ft, and you gain immunity to poison damage.
Superenhanced senses - While transformed, you gain 200ft of echosight, 100ft of tremmorsense, and a +3 bonus to medicine and nature checks.Â
At 11th barbarian level, warg transformation only requires an action instead of a full round action.
At 11th barbarian level, gain an extra primal traits upgrade.
At 12th barbarian level, warg transformation only requires a bonus action instead of an action.
At 12th barbarian level, gain an extra primal traits upgrade.
At 12th barbarian level, you gain 3d8 arcane health whenever you transform, and your regeneration while transformed is increased by 2.