Barbarian
Base Class: Barbarian

Some primal tribes are home to cults and the like, some of them home the cult of an unnamed evil deity. Path of the soulless' are children born of these tribes, "blessed" by their uncanny god, making their families exploit their chosen ones in battle. This deity grants you abnormal powers, should you seek to ride yourself of these gifts, or should seek to accept the heritage he has given you?

Soulless Mind

As your soul starts to fade away, you find your mind to be resilient against mind control. Starting when you choose this path at 3rd level, you gain immunity to all spells and effects that require you to act against your own will.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Desire For Hatred

Beginning at 10th level, while raging, you can use your action to try and steal a characteristic of a creature within 60ft of you. When you do so, choose one creature that you can see within 60 feet of you. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or you take a rait of the creature, making it unable to use it until you fall unconscious or die. You can choose either an action, bonus action, reaction, damage resistance or immunity, a movement speed or the like. Rendering the creatures stolen ability unusable. 

Exemple: if you choose to take Sir Dragon's flying speed and he fails the saving throw, Sir Dragon can no longer fly until he succeeds another saving throw. While the ability is stolen, you can use it using the according type of action: action, bonus action, reaction or movement speed. If it is a resistance/immunity, you gain it for a duration of 1d4+your Wisdom Modifier.

If the creature succeeds on its saving throw, it can retry to succeed the saving throw again after 1 turn of combat has passed and then on each of it's subsequent turns. The creature makes the saving throw at the beginning of their turn. If a creature succeeds on the saving throw, it cant be affected (again) for the next 24 hours.

You can use this feature a number of times equal to your Wisdom modifier and regain all uses at the end of a long rest.

Unyielding Determination

Starting at 14th level, when you are raging, an unyielding determination awakens within you. When you are raging and fall below 50% of your maximum hit points (rounded down) you can use your bonus every turn to maintain a state of determination so strong that your own mind and body refuse death. For an amount of turns equal to your proficiency bonus starting when you use this bonus action, you can't fall below a hit point threshold equal to your Wisdom score by any means. For the duration, you are immuned to the 'unconscious' and 'dead' conditions, and can't be petrified. When you are in your determination state, all healing you receive is either halved or the lowest that can be rolled (whichever is lower). 

If you start your turn with the 'petrified condition, you can still use this bonus action and then lose the petrified condition, however you can't do anything else for the rest of that turn.

You can use this feature once and regain the ability to use it after a long rest.

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