Barbarian
Base Class: Barbarian

Some barbarians rage with such ferocity that even death hesitates to claim them. Those who walk the Path of the Unyielding Flame are driven by a burning force within—a wrath that feeds on pain, loss, and survival. To them, battle is not merely a test of strength but a ritual of self-immolation. Each strike they deliver fans the inferno in their heart, and each wound they suffer fuels their fury even further.

These warriors do not fall easily. Even when pierced, broken, or dying, their rage keeps them upright, refusing to yield until their enemies are ash. As their rage burns hotter, they become living blazes of destruction, their attacks wreathed in flame, their flesh scorched from within. But such power comes at a price: the longer they fight, the closer they come to burning out entirely.

Choosing this path means embracing the edge between glory and oblivion. You are the fire that cannot be quenched—the last light in the dark, and the final fury that defies death itself.

Burning Heart

3rd-Level

While raging, you can choose to ignite your fury at the start of your turn. When you do, you gain the following benefits and drawbacks:

  • Your Rage Damage increases by +1. This bonus stacks each round you continue to ignite your fury (e.g., +1 on the first round, +2 on the second, +3 on the third, and so on).

  • At the end of your turn, you take damage equal to your current bonus Rage Damage. This damage ignores resistance, bypasses temporary hit points, and cannot be reduced.

  • If your rage ends for any reason or you fall to 0 hit points, the bonus resets to +0.

 

Fire Damage Surge

Beginning with the 5th consecutive round of this empowered rage, you also deal fire damage on each melee weapon attack hit, in addition to your normal rage damage. This fire damage increases over time:

  • Rounds 5–9: +1 fire damage

  • Rounds 10–14: +2 fire damage

  • Rounds 15–19: +3 fire damage

  • And so on, increasing by +1 every 5 rounds.

      Example: On round 11, you have +11 Rage Damage (taking 11 damage per turn), and deal +2 fire damage on each hit.

Sustained Fury

3rd-Level 

Your fury refuses to die out. While using Burning Heart, your rage can extend past its normal 1-minute duration.

Starting on the 11th round of the same rage, your rage continues as long as you meet one of the following conditions on each of your turns:

  • You deal damage to a hostile creature with a melee weapon attack.

  • You take damage from any source (including your own Burning Heart backlash).

  • You use your action to unleash a primal scream, taking 1d12 psychic damage (this damage cannot be reduced in any way).

If you do not meet at least one of these conditions on a turn after round 10, your rage ends at the end of that turn.

Undying Fury

6th-Level 

Your rage sustains you even in death.

When you are raging and are reduced to 0 hit points (but not killed outright), you may choose to remain conscious and continue acting as though you were at 1 HP.

  • You must begin making death saving throws at the end of each of your turns, even though you are conscious and active.

  • If you succeed 3 death saving throws, you stabilize at 1 HP and your rage ends.

  • If you fail 3 death saving throws, you die.

You can use this feature once per long rest.

Pain is Fuel

10th-Level 

You have learned to turn agony into energy. While raging, when you take damage from any source, you can use your reaction to gain temporary hit points equal to your Constitution modifier (minimum of 1). These temporary hit points last until the start of your next turn.

You can use this reaction a number of times equal to your proficiency bonus per long rest.

Ember of the End

14th-Level

When you activate Undying Fury, you may choose to enter the Ember State. In this state:

  • You continue to act normally even at 0 hit points.

  • At the end of each of your turns, you automatically fail one death saving throw (instead of rolling).

  • You cannot be healed by any means while in this state.

  • Your Burning Heart bonus Rage Damage is doubled during the Ember State.

If you accumulate 3 failed death saving throws in this state, you die instantly, and your body erupts in flames. Each creature within 10 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking fire damage equal to your barbarian level + your Strength modifier on a failed save, or half as much on a successful one.

You can use Ember of the End once per long rest.

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