Base Class: Barbarian
Path of the Turtle is a journey of patience, as the barbarian slows down and uses his rage defensively unlike other barbarians. In battle, your protector shields you as you wreak havoc on your enemies and instills you with magical means of getting to your enemies.
Focused Rage
Yours is a path of patience and training, understanding how to maximize your rage potential. At 3rd level, you have the ability to focus your rage through every bone in your body and through your every muscle. Your rage lasts the entire minute regardless of not attacking a turn, unless you end it yourself.
Barbarian’s Instinct
At 3rd level, when you adopt this path, your barbarian instincts have kicked in and now must follow a new path of rage understanding. As you are instilled with rage, you learn how to attack defensively and stand tall above your foes. You are able to choose between these three paths as you focus your rage into battle, Defensive Path, Offensive Path and Supportive Path (in that order.)
Intense Rage
While raging, once per attack when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Over-Protective Anger
While you are raging and an ally is within your walking speed. Before damage is dealt to your ally, you may use your reaction to quickly parry and attack the creature with swift force. When attacked, roll your weapons attack dice and add your Strength Modifer. If the creature’s attack becomes less than 0, you can attack the creature in return using the remaining damage + your Strength Modifier. If you do this and you walked away from an enemy, the enemy gets an attack of opportunity.
Shell Aura
While you are raging, your AC increases by +2. The spirit of the turtle encases you with protection, quite literally, turning you into a moving fortress.
Raging Spirit
At 6th level, your rage grows to a new level as you gain more understanding on how to use it more towards your advantage, leaving all who pass you dead at their feet. Your path splits again once more.
Controlled Rage
You focus on controlling your rage to the point that it lasts longer than normal. Your rage counter goes up by +2. Example: If you have 4 rages, now you have 6.
Fearful Rage
While you are raging, once per short rest, you can use a bonus action to scream a frightful roar. Enemy creatures within a 30 foot radius that can hear the roaring scream must make a Wisdom saving throw against a DC 15 or be paralyzed and frightened until the barbarian’s next turn. You can regain this ability after a short rest or long rest.
Specialized Rage
Choose 2 of your specialized enemies: abberations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants or undead.
When you attack any of the 2 creatures you specialized in, add +3 to your rage attack. However, the amount of times you can use rage still remains the same.
Fluid Motions
At 10th level, you gain the water breathing ability of a turtle. You have a swim speed equal to your walking speed and can breathe underwater without drowning. You can also fight underwater without having disadvantage on your attacks.
The New Barbarian
At 14th level, your path is coming to a close, but with this knowledge any foe that comes into contact with you and your team are sure to have a bad day. You have can choose the same path you selected or a different one.
Monsterous Rage
While you are raging, you can attack three times instead of two making your foes see the monster you really are.
Supportive Shell
While you are raging, allies within 20 feet of you gain +2 to their AC. The effect goes away after rage fades.
Ultimate Defense
Choose 3 types of damage: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing or thunder.
While you are raging, you become immune to those three damage types. Once the three damage types are chosen they cannot be changed.
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