Base Class: Barbarian
Stone Against the Squall
Starting at 3rd level, while raging, taking damage grants 1d4 + your proficiency bonus to your next attack roll, saving throw, damage roll, or skill check. Additionally, damage done with this die heals you for the rolled number. This die increases to 1d6 at Barbarian level 10.
A Lantern in the Storm
Starting at 6th level, when you enter Rage, all hostile entities within a 30m radius of you must roll a wisdom saving throw (DC is equal to 8 + WIS mod + your proficiency bonus). On a fail, all affected creatures must spend their next turn doing nothing but attacking you. On a success, nothing happens.
Embers on the Wind
Starting at level 10, hostile entities affected by A Lantern in the Storm become marked by Embers and must now roll an additional wisdom saving throw (DC is equal to 8 + STR mod + your proficiency bonus) at the end of their next turn and every proceeding turn until success. On a fail, the Ember remains. While marked by an Ember, all attack rolls against them have advantage, attack rolls against you have advantage, they cannot benefit from invisibility, and they trigger two additional Stone Against the Squall dice per instance of damage. Finally, ranged attacks against enemies marked by Embers ignore cover.
A Fire in the Night
Starting at level 14, your opportunity attacks always deal maximum damage. Making a successful melee attack against a hostile entity marks them with an Ember until the end of their next turn, regardless of whether or not they were already marked. This Ember mark does not stack with previously applied Embers. If an entity marked by an Ember makes the Disengage action/bonus action opportunity attacks made against them are rolled at disadvantage instead of ignored.
Stone Against the Squall
Starting at 3rd level, while raging, taking damage grants 1d4 + your proficiency bonus to your next attack roll, saving throw, damage roll, or skill check. Additionally, damage done with this die heals you for the rolled number.
A Lantern in the Storm
Starting at 6th level, when you enter Rage, all hostile entities within a 30m radius of you must roll a wisdom saving throw (DC is equal to 8 + WIS mod + your proficiency bonus). On a fail, all affected creatures must spend their next turn doing nothing but attacking you. On a success, nothing happens.
Embers on the Wind
Starting at level 10, hostile entities affected by A Lantern in the Storm become marked by Embers and must now roll an additional wisdom saving throw (DC is equal to 8 + STR mod + your proficiency bonus) at the end of their next turn and every proceeding turn until success. On a fail, the Ember remains. While marked by an Ember, all attack rolls against them have advantage, attack rolls against you have advantage, they cannot benefit from invisibility, and they trigger two additional Stone Against the Squall dice per instance of damage. Finally, ranged attacks against enemies marked by Embers ignore cover.
A Fire in the Night
Starting at level 14, your opportunity attacks always deal maximum damage. Making a successful melee attack against a hostile entity marks them with an Ember until the end of their next turn, regardless of whether or not they were already marked. This Ember mark does not stack with previously applied Embers. If an entity marked by an Ember makes the Disengage action/bonus action opportunity attacks made against them are rolled at disadvantage instead of ignored.
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