Barbarian
Base Class: Barbarian

“Let your fury boil like the waters of a sacred spring — cleansing, purifying, and, above all, relaxing.”

Not all barbarians are unthinking berserkers. Some channel their rage into a restorative force, drawn from sacred hot springs tucked deep within forgotten mountain temples or elemental founts of healing. These warriors learn to balance fury with serenity, and their rages rejuvenate themselves and their allies like a soothing soak in enchanted waters.

Barbarians who follow the Path of the Hot Spring are just as capable in battle as their peers, but they bring a unique calm into the chaos — relaxing muscles, loosening wounds, and washing pain away with every bellow and stomp.

Spring Therapy

Starting when you choose this path at 3rd level, when you enter a rage, you release a burst of soothing steam. You and all allies within 15 feet of you regain hit points equal to your Barbarian level plus your Constitution modifier (minimum 1). Additionally, each creature affected by Spring Therapy gains temporary hit points equal to your Rage Damage bonus.

Creatures who regain hitpoints this way have advantage on saving throws against being charmed or frightened during your rage's duration, and loose of one level of exhaustion at the end of your rage if they were afflicted with it.

Additionally, you become resistant to fire and acid damage.

Spa Treatment

Beginning at 6th level, You learn to prepare an improvised hot spring during a short rest. As part of a short rest, you can spend 10 minutes creating a relaxing zone of magical comfort (you must have access to water or damp earth). Up to 1 + your Barbarian level number of creatures who rest within 30 feet of you during this time regain an extra 1d12 + your medicine skill modifier number of hit points at the end of the short rest and remove one level of exhaustion. You may use this feature once per long rest.

Vapor Veil

Beginning at 10th level, your connection to purifying mist allows you to conjure a shroud of protective steam. As a reaction when you or an ally within 15 feet takes damage, you can envelop them in vapor. The target gains resistance to that instance of damage and becomes lightly obscured by mist until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier per long rest.

Additionally, you gain immunity to fire and acid damage while raging.

Splashing Fun

Starting at 14th level, when you regain hitpoints, the next melee weapon attack you make is made with advantage, and all creatures within 15 feet of you (including you) take fire damage and acid(water) damage each equal to half the amount of hitpoints you regained. If you've gained hitpoints multiple times before you make a melee weapon attack, use the highest.

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