MARTIAL SAVE DC: 16
The House:
30 ft light radius, 35 ft climb speed
Large Form: change your size to Large as a Bonus Action. If you lack the room, you grow to the maximum attainable size. Lasts for 10 minutes or until you end it (no action required). While in this form, you can add your Constitution modifier to all Strength checks and Strength saving throws, and your weapon attacks deal an extra 1d4
RAGE:
Rage Damage: +2
Advantage on Strength checks and Strength saving throws.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
Make an attack roll against an enemy., Force an enemy to make a saving throw, Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Reckless Attack
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Feral Instinct: Your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce: As part of the Bonus Action you take to enter your Rage, you can Move up to half your Speed.
Rage of the Wilds:
Whenever you activate your Rage, you gain one of the following options of your choice.
Bear. When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.
Eagle. When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.
Wolf. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.
Fate Gambler
Bet Big. If you don't already have it, you gain Heroic Inspiration whenever you succeed on an ability check made against another creature, when you reduce a creature to 0 Hit Points, or when a creature fails a saving throw you forced it to make. If, in any of these cases, the creature has a CR of 0 or lacks a CR (such as another player character), you don’t gain Heroic Inspiration.
Win Big. As a Bonus Action, you can expend your Heroic Inspiration to gain a number of Temporary Hit Points equal to your level.