Base Class: Barbarian
The Barbarians of the Quetzal Race have learned to harness their internal rage and apply mental and spiritual defenses as well as physical ones. Obsidian was discovered by the Quetzal race to be a material that ignores any resistances or immunities when used with a weapon. The Quetzal Otomi became the masters of using this type of substance both offensively and defensively. The Quetzal Otomi and the Quetzal Dragoon are the pinnacle of warriors of the Quetzal race.
Quetzal Aura
Starting at 3rd level, your Rage is infused with your Quetzal Aura and some additional properties will be added to your Rage.
-Each Rage now lasts for 10 minutes instead of 1 minute.
-You no longer lose Rage if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
Aura Shield. Starting at 3rd level, as a Reaction, you activate your Aura Shield and you gain additional resistance to all damage that isn't bludgeoning, piercing, and slashing damage until the end of your next turn. You are able to do this a number of times equal to your proficiency bonus.
Obsidian Armor. Starting at 6th level, when you activate your Quetzal Aura Rage you will automatically activate your Obsidian Armor ability which creates armor made of sharp Obsidian spikes and blades like your weapon. You gain temporary hit points equal to 5 times your proficiency bonus for the duration of your Quetzal Aura Rage. If a creature hits you with a melee attack while you have these hit points, that creature and all enemies within 5ft of you will take 5 times your proficiency bonus of damage. This feature will only activate a number of times equal to your proficiency bonus per long rest.
Macuahuitl
Starting at 3rd level, as an Action and while your Quetzal Aura is active you can Activate your Macauhuitl ability which will last for the duration of your Quetzal Aura. While Macauhuitl is active your weapon with be imbued with sharp jagged Obsidian blades and spikes. Each of your weapon attacks will deal an additional D6 damage.
When you reach certain levels in this class, the Damage of your Macauahuitl increases: at 6th level (D8), and 10th level (D10), and 14th level (D12).
Macuahuitl: Marking Shards. When you reach 6th level, After you strike a target with your Macuahuitl you can use your Bonus Action to use your Marked Shards ability to infuse shards of obsidian into it. That target will be marked for the next minute and as a reaction you can teleport within 5ft of one of the marked targets as long as you can see it. You are able to mark a total of 2 targets at once and you will be able to use this ability a number of times equal to your proficiency bonus per long rest.
Macuahuitl: Master. When you reach 10th level all damage dealt from weapon attacks that include your Macauhuitl ability will ignore all resistances and immunities the creature might have towards any of the damage types used in each weapon attack, plus the additional damage dealt from your Macauhuitl ability will count as vulnerable damage for each weapon attack you make.
Mind Body and Spirit
Starting at 3rd level, you are able to channel your physical strength and spirit to enter a state of consciousness that will allow you to use your Strength Saving Throw score when making any other type of saving throw or use your Athletics ability score when making any other type of ability check a number of times equal to your proficiency bonus per long rest. You also gain Expertise in Athletics.
Obsidian Resonance
Starting at 6th level, as a Bonus Action you can use your Obsidian Resonance ability and all enemy Creatures within 30ft of you must make a Wisdom saving throw. On a failed save, the creatures must choose you as a target or lose their attacks or spells if they target another ally until the end of your next turn. Area effect spells can be cast but must include you in the area, such as the explosion of a fireball. You can use this feature a number of times equal to your Proficiency Bonus per long rest. On a successful save, all enemy creatures will have disadvantage on all attack rolls against targets other than you until the end of your next turn. The Save DC for this is equal to 8 plus your Strength modifier plus proficiency bonus.
Arial Assault
Starting at 10th level, as an Action you can summon Couatl wings that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields. They are summoned from your back with a wingspan that equal to your height up to twice your height in length once per long rest. Your flying speed is equal to your walking speed for 1 hour (if your race is Quetzal your flying speed is twice your walking speed for 1 hour). If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.
Obsidian Critical
Starting at 14th level, whenever you land a critical hit you will roll 8d6 and add that as additional damage on top of all other damage. The 8d6 doesn't get doubled and you cannot reroll any of these damage dice. If you roll less than your Barbarian level you will deal at least as much as your Barbarian level.
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