Barbarian
Base Class: Barbarian

Barbarians who walk this path channel a twisted power that tears them apart from the inside out, they learn to harness this power to perform inhuman feats, and even stave of death itself.

Warp Spasm

Starting at 3rd level when you enter a rage your muscles tear and invert transforming you into a grotesque creature. Additionally when you enter your rage, enemies you can see and that can see you within a 30ft cone must make a constitution saving throw as they watch your twisted form contort, on a failed save affected creatures fall prone retching at the sight.

Geas

Starting at 6th level the same force that twists your body also lets you twist your soul, you gain the ability to make a magical promise to yourself known as a Geas. When you make a Geas, you gain the benefit listed for as long as you keep the promise, the promise does not stop you from taking certain actions. A Geas lasts until you choose a new Geas or the promise is broken, which ever comes first. When you break the promise, in addition to losing the appropriate benefit you also gain disadvantage on all ability checks until you make anew promise. When you complete a long rest you can choose a Geas from the following list:
Bulls Geas.
You promise to meet challenges head on like a charging bull.
You may not take the dodge or disengage actions, and you may not refuse a direct verbal challenge otherwise the promise is broken. As long as the promise remains unbroken, you gain advantage on melee attack rolls against enemies as long as there are no other creatures within 5 feet of them and no other creatures within 5 feet of you.
Hounds Geas.
You promise to be loyal and vigilant like a fierce watchdog.
You may not sleep , enter a trance or otherwise become incapacitated, in addition should an ally come in harms way you must do all you can to protect them otherwise the promise is broken. As long as the promise remains unbroken you can add a bonus to perception, persuasion, insight and intimidation ability checks, this bonus is equal to your Constitution modifier.
Warriors Geas.
You promise to conduct yourself with the dignity and pride of a true warrior.
You may not make an attack roll using the advantage granted by the flanking feature, in addition you may not tell a lie otherwise the promise is broken. As long as this promise remains unbroken you gain the benefit of the dueling and thrown weapon fighting styles.

Salmon Leap

While you are raging, as a bonus action you can make an athletics check and leap a number of feet equal to the result. This leap can be vertical or horizontal and does not cost your movement.

Twisted Spear

Starting at 10th level you gain the ability to summon and throw a Twisted Spear channeling the same twisted power that courses through your veins.
As a bonus action, summon the Twisted Spear and choose one creature you can see within 30 feet of you, this target is marked at the start of your following turn. This spear does not require a free hand to summon or throw. You have 2 spear options you can choose to summon.
Spear of Binding.
On a hit this spear does damage equal to your PBxD6 + your Strength modifier + your Rage Damage Bonus and the target is restrained for 1 minute as spiked tendrils lash out from the spear wrapping around and digging into the target.
While restrained by this effect the target takes 1d6 damage at the start of their turn.
The target can use an action to make a Strength saving throw removing the spear and freeing themselves on a success.
Spear of Death.
On a hit this spear deals damage equal to your barbarian level x 4 as spiked tendrils impale the target attempting to skewer every part of their body.
The turn the target is marked you may throw the spear as an action by making a ranged spell attack against the marked creature. If the spear is not thrown by the start of your following turn it dissipates harmlessly and the feature is still expended.
You must finish a long rest before you can use this feature again.

Die Standing

Starting at level 14, while you are raging being reduced to 0hp no longer knocks you unconscious instead it reduces your speed to 0 until you regain at least one hit point.
While you are in this state any enemy that attempts to attack you with a melee attack must make a wisdom saving throw unless they are immune to the frightened condition. On a failed save the enemy freezes in fear and may not attack you this turn and the creature must choose a new target or lose the attack or spell. An enemy that succeeds on their save is immune to this effect for 24 hours.
You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You still die if you fail 3 or more death saving throws, however if you succeed on 3 death saving throws you rally your strength and regain 1 hp.

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