Barbarian
Base Class: Barbarian

There are some Barbarians that do not fight for pride or glory or joy, but they instead fight to protect others from those that would seek to oppress them. Tribes that pursue the Path of the Righteous encourage their members to liberate the lands of injustice, and to fight the good fight right until the very end.

All You've Got

As a measure of your commitment to helping others, you can start fighting the enemy harder and faster to the detriment of your own vitality. At 3rd level, you can now use your pool of hit dice to improve your attacks. Once per attack, you can choose to expend a single hit die to either improve your attack or damage roll. You can choose to add it before or after you make the roll, but not after the DM resolves its outcome. A critical hit does not double the damage of the hit should you choose to add it to the damage roll of a critical hit. When you use a hit die in this way, you take half of the hit die's role (rounded down) as necrotic damage. This damage ignores resistances to necrotic damage. 

Rally

You have a knack for leading your comrades into battle. Whenever you roll for initiative, all of your allies that can see you within 30 feet (including yourself) gain an bonus to that roll equal to Charisma modifier (minimum 1).

Unchained

No tyranny or unjust power can hold you back any longer. Starting at 10th level, you are considered to be under the effects of the freedom of movement spell at all times. You do not gain this benefit while you are unconscious or incapacitated.

Fight the Power

Your chosen foe with rue the day that they ever crossed you. Starting at 14th level, at the end of a long rest, you can choose a type of creature from the following list: abberation, celestial, dragons, elemental, fey, fiend, giant, humanoid, monstrosity or undead. You then gain the following benefits against a creature that matches your selected type that you are fighting against:

  • Your weapon attacks score a critical hit on a 19 or 20
  • You have advantage on melee weapon attacks and Intimidation checks
  • You deal an additional 1d6 psychic damage on weapon attacks
  • Whenever you use your All You've Got feature, you take no damage from rolling hit dice.

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