Barbarian
Base Class: Barbarian

Buffed Out series. The Buffed Out series subclasses are only to be used with the DM’s permission and are balanced with modern monsters and adventures in mind.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Toughened

Beginning at 3rd level, you gain 2 additional hit points per level. As an added benefit, while raging, you are resistant to all damage.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Divine Resurgence

At 6th level, once per short rest, you can channel divine power into other creatures. As a bonus action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains hit points equal to ten times the number rolled.

You take true damage equal to ten times the number rolled, and it can’t be reduced in any way.

When you reach 14th level in this class, you increase the die to a d6, and the number of times you can use this ability increases to two.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws. Additionally, the speed of those creatures is tripled and they are resistant to all damage. All attacks and spells made by these creatures that affect a creature or object do extra force damage equal to your class level to the target(s). These effects last until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Improved Unarmored Defense

While you are not wearing any armor, your armor class equals 15 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.

Regenerative Devotion

At 14th level, your devotion grants you better health and long life. While raging, you regain 5% of your maximum hit points rounded down at the start of each of your turns. Additionally, you cannot die from old age, and are immune to effects that would age you.

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