Barbarian
Base Class: Barbarian

Through rigorous training, you've developed a skill to break down the very energy of life and convert into into power for your own use! Marking symbols upon your body to hone them into more destructive or strategic abilities 

Breaker's Strikes

At 3rd Level, You've developed a skill to convert the energy of your rage into potent strikes, increasing in ferocity at the risk of your own health. While you are Raged and not wielding any weapons your unarmed strikes deal an additional 3d12 bludgeoning damage. Additionally, you may sacrifice an amount of HP equal to 2d12 to add an additional d12+ mod to your damage roll. This can only be done as an amount equal to your Hit Die total.

Breaker's Technique Mark

Upon reaching 6th level, You gain access to Technique Marks, symbols that give the Breaker great power. Select two.

Mark of the Judge

Upon taking this Mark, one of your strikes can bring crushing judgment onto your target. Upon successfully hitting a target with a Breaker's strike you can expend your bonus action to send waves of energy through them, the target must make a Constitution saving through (DC=8+prof+Str); on a failed save, the target has disadvantage on all rolls until the end of your next turn.

Mark of the Killer

Upon taking this mark, your strikes become deft and precise, breaking through tough defenses. Your Breaker's Strikes now count as Magical strikes for the purposes of overcoming resistances. Additionally upon expending Hit points to increase the damage of the strikes you can reroll 1's on damage dice.

Mark of the Saint

Upon taking this mark, You can damage yourself in order to heal the injuries of others. Using an Action, you lay your hands on a ally creature, damaging yourself in order to heal their wounds. You can heal a creature for 2d12 hit points, you may increase this number by a d12, at the cost of taking 2d12 damage for ever increase. This can only be done as an amount equal to your Hit Die total.

Mark of the Survivor

Upon taking this mark, you find a way to harness your energy to defy the impossible. Once per long rest, upon reaching 0hp, you may invoke this mark to regain consciousness, gaining d12 of hit points equal to half your level.

Breaker's Greater Symbols.

Upon reaching 10th level, You are granted a powerful ability similar to a Mark, but much more powerful. Choose one from the list below.

Symbol of the Executioner

Upon taking this symbol, You've gained an undeniable skill for damage, and now that skill manifests into a symbol. Once per short rest, as an action while raged, you may evoke the executioner symbol granting the following benefits until the rage ends.

  • Your Breaker's Strike now overcome immunities
  • You gain a +5 damage bonus to unarmed attacks
  • Your attacks crit on a 16-20
  • You add your constitution modifier to damage rolls

Symbol of the King

Upon taking this Symbol, when your energy is in great focus, your abilities are heightened to their greatest potential. Once per short rest, you can use an action evoke this symbol during a Rage lasting until the end of the rage; While this symbol is active you gain the following effects.

  • You gain the benefits of the dash action
  • You gain a +3 bonus to your armor class
  • You have advantage on all saving throws except intelligence 
  • All allies within 30ft of you gain temporary hp equal to your barbarian level.

Symbol of the Phoenix

Upon taking this Symbol, You have the resolve of a Phoenix, VERY hard to kill. Once per long rest, you may evoke this symbol while raged, gaining the following benefits until the rage has ended.

  • Instead of resistance damage being halved it's quartered
  • upon falling to 0hp, you regain hit points equal to half your max hp + your constitution modifier 
  • each round you regain 2d12hp 
  • you gain a fly speed of 20ft

Symbol of the Savior

Upon taking this Symbol, no one is unsafe while near. Once per short rest,  While you are Raged, you may evoke this symbol as a bonus action to provide the following benefits, which last until the rage ends.

  • All allies within 30ft of you have advantage on All saving throws
  • All allies within 120ft circle of you instantaneously heal 4d12 hit points
  • One ally of your choice gains a +5 AC bonus
  • Any status effects upon allies within 30ft are removed 

Perfected Breaker's Strike

Upon reaching 14th level, you've honed your rage energy to perfection, finding the need for less exertion. While adding damage dice to your Breaker's Strikes, you now only need to take 1d12 damage per increase of damage to your strikes. Additionally, once per long rest, you can strike with pure perfected energy, causing one strike to meet the natural AC of your target as opposed to their regular AC 

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