Base Class: Barbarian
All barbarians are to access their Primal Rage and use it to become stronger than the average foe. You’ve taken it a step further and found ways to manifest your rage in the physical world and use that manifestation to empower you with abilities in ways other rage focused warriors could only dream of.
The Core
All barbarians are to access their Primal Rage and use it to become stronger than the average foe. You’ve taken it a step further and found ways to manifest your rage in the physical world and use that manifestation to empower you with abilities in ways other rage focused warriors could only dream of. When you use your Rage power, you gain temporary hp, and regenerate 1d12 temporary hp each round that your rage power is active. This temporary hp can be used as normal or to power your Rage powers. At levels 9 and 17, you roll an additional d12 when determining how much temporary hp you have available. When you take this path at 3rd level you also gain proficiency in Intimidation if you do not already have it.
Rage Power: Frenzy
You are able to use your growing focus with you new abilities to attack faster and faster. When making taking the attack action you may spend 5 THP of your temporary health to make an additional attack with your bonus action. Each time you gain an increase in the number of attacks due to your level in this class, you can also make an additional attack with your bonus action for an additional 5 THP. At level 3 this results in 1 attack and 1 bonus action attack. At level 5, 2 attacks per attack action and 2 attacks per bonus action. This does not stack with any other classes extra attack feature.
Rage Power: Infectious Rage
You can only get more powerful with more experience. Masters of this discipline recognize this and have found a way to infect others with their rage. This rage serves to focus their attention on you instead of others.
While raging you may spend THP to create a visible pool of your rage at your location. This pool has several effects. Enemies standing in this pool take damage equal to half your Constitution modifier each round they remain in the pool. Allies are not affected by this effect.
Enemies that start their turn in the pool are infected with your rage in such a way that they are compelled to focus their attacks on you. Any enemy affected has disadvantage to attack creatures other than the barbarian unless they make a Wisdom save vs your DC. If they succeed the save, they do not have disadvantage to attack other targets, but must make a new save at the start of any turn that starts within the radius of the pool of rage.
The radius of the rage pool is determined by the amount of THP you use to generate it. Each 5 THP results in an increase of 5 feet to the radius.
When you take this path you gain proficiency in the persuasion or deception skill.
Rage Crash
The methods used to channel your rage into physical manifestations and power, takes a toll on your body over time. Your natural abilities and training as a Barbarian inures you to some of the effect, but once your rage ends, there is a cost.
When your rage ends whether by choice or through other means, any remaining temporary health becomes damage that immediately affects you. This damage cannot be reduced in any way. If this damage would result in your death or unconsciousness, you instead drop to 1 hp and gain a level of exhaustion.
Deep Breath
As your experience in channeling your rage grows, you experience certain physical changes.
While raging, if you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
Rage Power: Bloodlust
You’ve become more efficient at channeling and manifesting your rage.
When determining how much THP is generated during your rage, the resulted is doubled.
Rage Power: Refocused Rage
You can manifest your rage in ways that benefit your allies and can use this new ability to protect them from harm to a limited degree.
As a reaction you may spend THP to create a shield of HP on an ally to block a ranged or melee attack, or spell attack that requires a roll to hit. Anything past the amount of the shield affects the target. Doesn’t block effects that would occur from the attack, like poisoned, charm, if damage overcomes the shield. If it does not, effects do not occur and do not transfer to the barbarian. Spells and attacks that do not target someone such as AOE’s cannot be blocked by the shield.
You can shield an ally once per constitution modifier per long rest.
Rage Power: Arrogance
That a mage or other creature would dare strike at you with their puny powers serves to enrage you further. With contempt you can deflect some of their power by shifting your rage to take the brunt of some of it.
When you would take acid, cold, fire, force, lightning, psychic, or thunder damage, you can spend 5 temp HP and use your reaction to deflect it. When you do so, roll 1d12 and add it to your saving throw. If you pass the saving throw, the spell caster takes the number rolled on the die as Psychic damage.
Improved Rage Pool
Starting at 10 level, the barbarian and any ally standing in his rage pool gain a melee weapon damage bonus equal to half the Barbarians Constitution Modifier. Enemies now take damage equal to your constitution modifier instead of half your constitution modifier.
Blind Rage
You gain blindsight 10’ and creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. If you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Rage Power: Explosive Fury
When you activate your Rage Power, palpable fury blasts out with force from your inner being. Any creatures within 10 feet of you must succeed on a Dexterity saving throw against your save DC or take 3d12 force damage and be knocked prone. If the creature makes their save, they take half damage and are not knocked prone.
Deep Breath II
Your ability to manifest your rage is without peer and as a result, your body expands even further when you activate your Rage ability.
While raging, if you are smaller than huge, you become huge, along with anything you are wearing. If you lack the room to become huge, your size doesn’t change.
Rage Power: Intoxicating Frenzy.
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your attack action, you can make up to two additional attacks with it (up to a total of four additional attack), provided that each attack targets a different creature this turn. Each additional attack consumes 5 Temporary HP. This also increases the number of Frenzy attacks you can make with your bonus action as per the ability. You can do this once per Rage activation per long rest.
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