Base Class: Barbarian
Not all barbarians allow their rage to rule them. Some have strengthened their resolve to enter a state of heightened awareness during combat. With unshakable focus, their minds have been honed into as much a weapon as their bodies, granting them preternatural instincts to anticipate their opponent's movements.
Zen disciples can be found anywhere intense battle training is required. Some may train in remote monasteries for years while others are born into regimented ranks. Many defy expectations, finding themselves as comfortable surrounded by tomes as by battle, and all are deeply in tune with the flow of battle.
Disciplined Learnings
Understanding your opponent is the first step to besting them. When you choose this path at 3rd level, you gain proficiency in the Insight skill if you don't already have it.
Your dedicated studies were not limited to just combat. You gain proficiency in one set of artisan's tools or a musical
instrument.
Focused Attack
Starting at 3rd level, your rage bonus now applies to your hit roll as well as damage for all unarmed melee strikes and your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Counter-Attack
You have become a master of one-on-one combat, parrying your attackers strikes unveiling their weak spots to counter-attacks.
At 6th level, when engaged in one-on-one melee combat (no other creatures within 5ft of you or the creature you are attacking,) the creature you are attacking no longer gains advantage on attack rolls as an effect of you making a 'Reckless Attack' against them.
Also, when you take damage from a melee weapon whilst raging, you can use your reaction to reduce the damage taken by 2d6. (at 10th level this increases to 3d6, and at 14th level this increases to 4d6 and the attacker takes force damage equal to the number rolled.)
Carry Momentum
Your movements have become so fluid through your training that you can change the direction that your body is moving with instant speed.
At 10th level, your unarmored movement increases by a further 10ft and once per rage when you fail an ability check, attack roll, or saving throw you can choose to re-roll the d20 and choose either total.
Inner Tranquility
Your self-control can conquer even mental assault, quelling the waters of your mind at will.
At 14th level, you become immune to the charmed and frightened conditions whilst raging, and if you fail a Wisdom, Intelligence, or Charisma saving throw whilst raging, you may end your rage (no action required) to succeed instead.
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