Base Class: Barbarian
Barbarians of this subclass often prefer isolation for fear that they may harm others or that they have not yet mastered themselves. Often, they intend to do good but their past is riddled with moments in which their emotions have gotten the better of them and it caused some form of strife or conflict. Which has led them to feel burdened by grief or regret, but they struggle to show this and often remain stoic or laconic. They do not generally speak of what has led them down this path except to those they feel most connected to, but even then it is often very brief, direct, and without emotion. Their emotions show through their Rage which they increasingly seek to learn how to focus towards their goals.
Level 3: Absolute Fury
The normal effects of Barbarian Rage continue to apply, however, you are relegated to only using unarmed strikes when using this feature. Through your attacks, you focus your regret, unresolved emotion, and sheer rage towards your enemy.
In addition to the normal benefits of Barbarian Rage, for up to ten turns (60 seconds) your attacks can only be unarmed strikes when this feature is active. You can choose to conserve this energy by deactivating it any time. For example, if you activate Absolute Fury for one turn, you can choose to deactivate it, utilize another turn with regular rage, and reactivate Absolute Fury for another 9 turns or on and off as necessary. This can only occur once every long rest, but after a long rest all time is regained.
Upon hit, your unarmed strikes now do 1d20+STRMod+Prof. Bonus damage per hit.
You gain actions via Absolute Fury based upon your Barbarian Level minus two. For example, at level 5 you gain 3 extra actions. These actions can be taken as normal actions, and you still retain your bonus action and reaction for the turn. Your bonus action can be used to make an additional unarmed strike as well, and if you are struck, you can react by making another additional unarmed strike. This would be a total of 5 unarmed strikes for this turn. You can still use these actions, bonus action, and reaction as normal, except if it involves using a weapon.
Extra Attack does NOT apply to this feature.
Level 3: Unperterbed Focus
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, the condition ends on you.
Level 6: Tormented Infusion
Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
Additionally, when you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, poison, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.
Level 10: Refined Regret
During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as your torment and regret flows out from you towards your foes in the form of sheer will. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to the mastery property you’re using with that weapon.
Level 14: Absolution
The monster within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your guidance. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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11/28/2024 5:06:33 AM
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6
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0
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5E
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Coming Soon
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