Barbarian
Base Class: Barbarian

Some barbarians find a spiritual connection with a powerful God, or Deity, from above. Barbarians that follow this path often swear an oath of undying loyalty to their God, becoming their champion in the process. As a result of their promise, The individual is imbued with the holy power of their patron. These Barbarians learn to effectively channel their newly formed power, allowing them to easily dominate the battlefield, and strike fear into the hearts of many. Due to the unconditional bond with your patron, the physical appearance of your barbarian might experience interesting mutations over time.


Choose up to one of the following angelic mutations from the list below. This mutation will be a permanent change to your physical appearance.

Angelic Mutations
d5 Physical Attribute

1 Angelic markings on various parts of your body.
2 A small halo hovers just above your head.
3 golden or bronze skin.
4 A pair of aesthetic angel wings sprouts from your back.
5 Your eyes glow a radiant gold.


 

Some Champions begin to manifest strange changes whilst they are raging. As a result, you can choose up to one of the following manifestations.

Rage Manifestations
d4 Manifestation While Raging

1 Your Angelic markings glow radiant light.
2 Veins and arteries glow bright gold through the skin.
3 you exhale golden fumes that vanish quickly and harmlessly into the air.
4 Bodily aura that emits the strong scent of roses.


The Patron: Following a God, or deity, with a neutral or good alignment results in a radiant visualization, with an evil alignment will result in a more gloomy visualization. Whilst following this path you must pick a God or Deity to serve under.

 

Radiant Champion

Starting at 3rd level, Your rage is imbued by the sacred power of your patron, enacting a partial transformation of your person.

Whenever you rage, your body exudes a radiant glow providing you resistance to radiant damage, and enlightens the dark space surrounding you in 10ft of bright light and 30ft of dim light. When you attack an undead, or fiend, whilst you are enraged the creature takes an additional 1d4+PB of radiant damage. All beings you attack that are not undead, or a fiend, must make a constitution saving through of DC15 or take the additional damage.

At Higher Levels: The amount of radiant damage you can deal per hit increases as you level = 1d6 lvl 6, 1d10 lvl 8, 1d12 lvl 14.

 

Noble Eminence

Also at level 3, due to the inseparable bond with your patron, your name is taken down in the records of the afterlife. You learn the Celestial language and gain proficiency in the Religion skill. Your patron will treat you like an ally, unless provoked or inclined to be hostile towards you. You have advantage on all Deception and Persuasion checks whilst interacting with your Patron. Those who follow your Patron of choice will treat you the same, allowing you to roll advantage on the same skill checks.

 

Divine Retribution

At level 6, the enhanced bond provides immunity to being frightened. You are also rewarded for your bravery in battle, when you slay an enemy you are empowered with double movement speed and regain your action ability.

 
 

Sacred Salvation

At level 10, your angelic glow strengthens its bonds to your patron, providing you with resistance to necrotic damage. Whenever you rage, your angelic glow will rhythmically pulsate, emitting a harmless glittery substance from your body into the air. As a reaction you can utilize your Angelic Glow to negate a critical hit against an ally that is within a 15ft radius of you, whilst you are enraged. You also gain resistance to critical damage and being charmed until your rage ends.

 

Heavenly Surge

At level 14, as a bonus action you can utilize your angelic glow, calling forth the power of your patron, you send out a burst of energy in a 15ft radius. All creatures must make a Dexterity saving throw. On a fail they take 2d8 + strength modifier of force damage, and are knocked prone. On a save takes half, and remains standing. In addition, all undead and fiends take 2d6 +PB of radiant damage, all other creature types make a constitution saving throw of DC15 on a fail take full damage and on a success take half. Your angelic glow prevents you from being knocked into the prone position.

 

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