Base Class: Barbarian
Before the idea of archiving the history - nor even the thought of a future - the power of mortals were enough to fight and slay the gods. Mortals who's powers came from their endless indomitable spirits to survive. In the end however, the gods were victorious, banishing them out of existance, marking an end of an era and a start of one in which mortals fell to the heels of the gods.
The arts of these mortals were forgotten for the sake of peace. It is a banned art to the eyes of the gods and those whom practice it were deemed as heritics. It's a long lost power, however one who will never be extinct. Never to be extinct, for a warrior like you.
Feared Arts
Even in your early stages of ascension you have masted an artform to dominate the battle. When you start following this path at 3rd level, you get to choose one feared art as an addition to your rage. You learn additional feared arts at 6th, 10th and 14th level. Each time you learn a new feared art, you can also replace one aeared art you know with a different one.
Attack for Satisfation
When a creature scores a critical hit on to you, you can use your reaction to deal one melee weapon attack against the enemy.
Attack of Fury
Your weapon attacks score a critical hit on a roll of 19 or 20.
Focusing Strike
For the duration of your rage, the reach for your melee attacks is 10 feet greater than normal.
Grasp of Love
When you hit a creature with an Attack, you can force the creature to do a Strength saving throw (DC equal 8 + your proficiency bonus + your Strength modifire). On a failed save, the creature is grappled until the start of your next turn. When you attack the same creature while they are grappled, you can pull and move it to a different location. The location must be an equal distance from when they started from you or closer. When the grappled creature is moved through the same space of other creatures it has the potential of being damaged as well. If the original attack roll would hit the other creatures, it takes damage equal to the number you roll, but the damage is bludgeoning.
Life of Joy
When you rage, each creature of your choice within a 15 ft. radius also gain the benefits of your indomitable spirit.
Mirroring Depression
When you are hit by an attack, you can use your reaction to force the attacker to make a Wisdom saving throw (DC equal 8 + your proficiency bonus + your Constitution modifire). On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage. You can use this feature equal to your proficiency modifire.
Momentum of The Playful
For the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns.
Slashing of Glee
While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d8.
Step of Relief
For the durration of your rage, when you take the Attack action, you can teleport up to 10 feet before or after each attack to an unoccupied space you can see.
Tremble of Fear
As a bonus action, you can force a creature that can see or hear you to roll a Wisdom saving throw (DC equal 8 + your proficiency bonus + your Strength modifire) or be frightened of you until the end of your next turn.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Unnerving Confidence
You have advantage on saving throws against being charmed and frightened
Indomitable Spirit
At 3rd level, yours spirit is enough to push you forward beyond your limits. When you rage, you gain temporary hit points equal d12s to half your barbarian level (rounded up).
Determination
At 6th level, your mind becomes harder to pierce through and effect your feelings. When you fail a saving throw against a magical effect, the effects of the magic will be delayed by one round. As an example, if you fail a saving throw against the command spell, you will be able to continue on your next turn like normal. However, durring the turn after you have to deal with the effects of the spell.
Never Ending
At 10th level, when you drop to 0 hp while raging you gain advantage on death saving throws.
Uncontrolled Recklessness
At 14th level, when you use your Reckless Attack, you can deal one extra attack until the end of your turn.
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