Base Class: Barbarian
3rd Level Feature: Heroics
Your connection with the god of heroes has granted the ability to accomplish superhuman feats and protect your allies. You can access Heroics Points, which can be spent for various effects. You gain 1 Heroics Point for every 10 damage you take in combat from an enemy creature. You may hold up to a maximum of 10 heroics points and your number of heroics points is reset to 0 but you regain as many points as 1 + your strength modifier after you finish a long rest. You may choose a number of Heroic Moments equal to 1 + your constitution modifier (minimum of one). You may replace one Heroic Moment with another whenever you finish a short or long rest
Heroics Points function similar to battlemaster maneuvers. You may only spend Heroics Points while raging. Heroics Points can be spent for the following Heroic Moments:
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Get Down! |
In response to a creature striking an ally within 5 feet, you may spend your reaction and 2 Heroics Points to take the damage instead. You may declare this after the attack hits but before damage is declared. |
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Shrug it Off |
Once per short rest, as a bonus action, you may spend up to 9 heroics points. For each 3 Heroics Points you spend, you may expend 1 hit die and regain the health rolled. |
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Get Up Again |
As a reaction after being knocked prone, you may spend 1 Heroics Point to stand from being prone |
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I’m Still Standing |
Once per short rest, as a reaction, in response to being reduced to 0 hit points, you may spend 6 Heroics Points to be reduced to 1 health instead. |
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Tasted Fine to Me |
As an action and spending 4 Heroics Points, you may remove the poisoned or diseased condition from yourself. |
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Gotcha! |
After using an action to attack, you may spend a bonus action and 1 Heroics Point to attempt to grapple the target. |
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Rallying Cry |
As an action and spending 10 Heroics Points, you may bellow a rallying cry to bolster your allies. Choose a number of creatures equal to your proficiency bonus + constitution modifier that can hear you within 60 feet. They gain 2d4 temporary hit points and may immediately use their reactions to make a melee weapon attack against a target in range. |
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Feat of Strength |
When attempting to make an athletics check or attack, you may spend up to 10 heroics points. When you do so, you may add a bonus equal to the amount of heroics points spent to the roll. This must be declared after the roll but before the result is revealed. |
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Brutal Hit |
Whenever you hit with a melee attack, you may spend 2 heroics points to add 2d4 additional damage against one target. |
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Get Behind Me! |
As a bonus action and spending 3 heroics points, you may grant one ally within 5 feet of you partial cover until the start of your next turn so long as they stay within 5 feet of you. |
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Hit Me! |
Once per turn after you hit with an attack, you may spend 2 heroics points to give the target disadvantage to hit any target but you until the start of your next turn. Additionally, when the target hits any creature other than you while this effect lasts, the creature is resistant to the damage. |
6th Level: Reckless Heroics
Once on your turn whenever you attack recklessly while raging, you gain a number of temporary hit points equal to your constitution modifier (minimum of 1). Additionally, while raging you have proficiency with improvised weapons. These temporary hit points disappear when you stop raging.
10th Level: Indomitable Hero
Once per long rest when you fail a saving throw, you may choose to succeed instead. Each time you are reduced to 0 hit points, this ability recharges.
Heroics
Your connection with the god of heroes has granted the ability to accomplish superhuman feats and protect your allies. You can access Heroics Points, which can be spent for various effects. You gain 1 Heroics Point for every 10 damage you take in combat from an enemy creature. You may hold up to a maximum of 10 heroics points and your number of heroics points is reset to 0 but you regain as many points as 1 + your strength modifier after you finish a long rest. You may choose a number of Heroic Feats equal to 1 + your constitution modifier (minimum of one). You may replace one Heroic Feats with another whenever you finish a short or long rest.
Heroics Points function similar to battlemaster maneuvers. You may only spend Heroics Points while raging. Heroics Points can be spent for the following Heroic Moments:
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Get Down! |
In response to a creature striking an ally within 5 feet, you may spend your reaction and 2 Heroics Points to take the damage instead. You may declare this after the attack hits but before damage is declared. |
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Shrug it Off |
Once per short rest, as a bonus action, you may spend up to 9 heroics points. For each 3 Heroics Points you spend, you may expend 1 hit die and regain the health rolled. |
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Get Up Again |
As a reaction after being knocked prone, you may spend 1 Heroics Point to stand from being prone |
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I’m Still Standing |
Once per short rest, as a reaction, in response to being reduced to 0 hit points, you may spend 6 Heroics Points to be reduced to 1 health instead. |
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Tasted Fine to Me |
As an action and spending 4 Heroics Points, you may remove the poisoned or diseased condition from yourself. |
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Gotcha! |
After taking the attack action on your turn, you may spend 1 Heroics Point to attempt to grapple the target as a bonus action. |
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Rallying Cry |
As an action and spending 10 Heroics Points, you may bellow a rallying cry to bolster your allies. Choose a number of creatures other than you equal to your proficiency bonus + constitution modifier that can hear you within 60 feet (minimum of one). They each gain 2d4 temporary hit points and may use their reactions to make a melee weapon attack against a target within their reach. |
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Feat of Strength |
When attempting to make an athletics check or attack, you may spend up to 10 heroics points. When you do so, you may add a bonus equal to the amount of heroics points spent to the roll. This must be declared after the roll but before the result is revealed. |
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Brutal Hit |
Once per turn when you hit with a melee attack, you may spend 2 heroics points to add 2d4 additional damage against one target. |
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Get Behind Me! |
As a bonus action and spending 3 heroics points, you may grant one ally within 5 feet of you partial cover until the start of your next turn so long as they stay within 5 feet of you. |
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Hit Me! |
Once per turn after you hit a creature with an attack, you may spend 2 heroics points to give the target disadvantage to hit any target but you until the start of your next turn. Additionally, when the target hits any creature other than you while this effect lasts, the creature is resistant to the damage. |
Brutal Hit
Once per turn when you hit with a melee attack, you may spend 2 heroics points to add 2d4 additional damage against one target.
Feat of Strength
When attempting to make an athletics check or attack, you may spend up to 10 heroics points. When you do so, you may add a bonus equal to the amount of heroics points spent to the roll. This must be declared after the roll but before the result is revealed.
Get Behind Me
As a bonus action and spending 3 heroics points, you may grant one ally within 5 feet of you partial cover until the start of your next turn so long as they stay within 5 feet of you.
Get down!
In response to a creature striking an ally within 5 feet, you may spend your reaction and 2 Heroics Points to take the damage instead. You may declare this after the attack hits but before damage is declared.
Get Up again
As a reaction after being knocked prone, you may spend 1 Heroics Point to stand from being prone
Gotcha
After taking the attack action on your turn, you may spend 1 Heroics Point to attempt to grapple the target as a bonus action.
Heroic Points
This ability shows the number of heroic points you currently have.
Hit Me!
Once per turn after you hit a creature with an attack, you may spend 2 heroics points to give the target disadvantage to hit any target but you until the start of your next turn. Additionally, when the target hits any creature other than you while this effect lasts, the creature is resistant to the damage.
I'm still standing
Once per short rest, as a reaction, in response to being reduced to 0 hit points, you may spend 6 Heroics Points to be reduced to 1 health instead.
Rallying Cry
As an action and spending 10 Heroics Points, you may bellow a rallying cry to bolster your allies. Choose a number of creatures other than you equal to your proficiency bonus + constitution modifier that can hear you within 60 feet (minimum of one). They each gain 2d4 temporary hit points and may use their reactions to make a melee weapon attack against a target within their reach.
Shrug it off
Once per short rest, as a bonus action, you may spend up to 9 heroics points. For each 3 Heroics Points you spend, you may expend 1 hit die and regain the health rolled.
Tasted Fine to Me
As an action and spending 4 Heroics Points, you may remove the poisoned or diseased condition from yourself.
Reckless Heroics
Once on your turn whenever you attack recklessly while raging, you gain a number of temporary hit points equal to your constitution modifier (minimum of 1). Additionally, while raging you have proficiency with improvised weapons. These temporary hit points disappear when you stop raging.
Ward of Dawn
Once per long rest as an action you may create a 15 foot wide 2 inch thick line of solid golden energy centered on you. This barrier has 80 hit points and lasts for a maximum of 1 minute. You must maintain this banner as a bonus action on each of your turns for the duration. The barrier fades if it reaches 0 hit points, if you are knocked unconscious, or if you fail to maintain it on each of your turns.
While this shield is active you may not recklessly attack and cannot use two handed weapons (as your shield occupies on hand). it moves with you and takes damage for you though it is not counted as temporary hit points or heath. Damage dealt to the barrier cannot be reduced by effects such as rage or absorb elements. The barrier stops all projectiles and spells cast through it and takes the damage dealt by any projectile or spell it blocks. It automatically fails strength and dexterity saving throws.
Additionally, while the barrier is active you may use your action to make a melee attack using strength against a creature within your melee range. On a hit, the target takes 1d8 radiant damage and is moved 10 feet backwards. Additionally the target must make a dexterity saving throw equal to 8 + your strength modifier + you proficiency bonus or be knocked prone. If you are proficient with shields, you are proficient with this shield.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
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