Barbarian
Base Class: Barbarian

Warriors of the Anunna all have a spark of Enlil's blessing within them,  and you use your rage to draw out the latent power of that spark to be wielded in battle. When harnessed against your foes, the Great Tree's blessing radiates from you, allowing great feats of strength and skill to be performed as simply as breathing.

To be able to harness the power of Enlil so thoroughly takes discipline, meditation, and great faith. While almost all Anunna possess the potential to activate these latent abilities, most of them will never face a grave enough situation to require it - or they are killed before they get the opportunity. As such, even other Anunna are often awestruck to see a warrior of the Crucible in action.

Aspects of the Crucible

Starting when you choose this path at 3rd level, when you enter your rage the golden power of Enlil strengthens you. Until the rage ends, you manifest that power in one of the following ways. If a creature is forced to make a saving throw by any of these abilities, the DC of that saving throw is (8 + your proficiency bonus + your Strength Modifier)

You choose how the power manifests each time you rage.

Earthshaker. Your limbs are filled with Enlil's strength, allowing you to shake the very ground with ease. When you take the attack action on your turn, you can use a bonus action to stomp the ground, with the effect of casting the Earth Tremor spell. The spell deals bonus damage equal to half your barbarian level. 

Great Thorns. You sprout sharpened golden thorns from your arms or shoulders, allowing you to impale foes with your momentum. You can use a bonus action to move up to half your walking speed towards an enemy and force them to make a Dexterity saving throw or take (1d10 + your rage bonus damage) piercing damage. If the creature is Large or smaller, they are also pushed up to 10 feet away from you or 10 feet up into the air, your choice.

Crucible's Claw. One of your arms sprouts a large, jagged claw, allowing you to grasp your foes for slaughter. While manifesting this claw, you gain proficiency in the Athletics skill, and double your proficiency bonus when making any Strength (Athletics) checks to grapple with the claw. Additionally, when you take the attack action on your turn, you can use a bonus action to attempt to grapple a creature within 5 feet of you with the claw. A creature successfully grappled this way is also restrained, and takes damage equal to half your barbarian level. While you have a creature grappled this way, you can attack that creature with two-handed weapons as though you were wielding them with both hands.

 

Unflinching Poise

At 6th level, the divine power of Enlil that fuels your rage can protect you. You have resistance to radiant damage. Additionally, when you are raging you cannot be frightened or charmed. If you are frightened or charmed when you enter your rage, the effect is suspended for the duration of the rage.

 

Golden Vow

At 10th level, the spark of Enlil within you grows so powerful that you can spread its blessing to others. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your proficiency bonus. Until your rage ends, those creatures deal an additional 1d4 radiant damage whenever they hit a target with an attack, and when they make a saving throw they can add 1d4 to their roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Truth of the Crucible

At 14th level, your attunement to the spark of Enlil that empowers you becomes complete. When you enter your rage, you can choose one of the following in addition to the normal benefits of Aspect of the Crucible.

Divine Wings. When you begin raging, you grow a pair of golden raptor's wings. You gain a flying speed of 60 feet.

Golden Breath. When you begin raging, you can stoke the spark of Enlil into a raging inferno. When you take the attack action, you can replace one of your attacks with an exhalation of golden energy in a 30-foot cone. Each creature within the area of effect must make a Dexterity saving throw (DC equal to 8 + proficiency bonus + Constitution modifier), taking 3d10 + your rage damage bonus in radiant damage on a failure, or half as much on a success.

Shelter of the Tree. When you begin raging, the power of Enlil wraps you in a shroud of protective magic. When you are subject to an effect that would allow you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. All other effects of a failed saving throw occur as normal.

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