Base Class: Barbarian
Barbarians who take the path of Latent Power use the life force within themselves to empower their fury with focused strikes.
Level 3: Level 3: Latent Empowerment
You gain the ability to harness the Latent Energy that drives your soul. Only while raging, you can use a Magic Action to begin summoning your latent power. You must focus on summoning this power until the start of your next turn. If you take damage before then, you must succeed a concentration saving throw to continue to summon your latent power. During this summoning period, any who start or end their turn within 5ft of you take damage equal to 1d6 multiplied by your rage damage bonus. This damage type is the same as your Latent Energy type. This latent energy dissipates when your rage ends or when you choose to end it early at no cost to yourself.
At the beginning of your next turn the summon is complete, you gain resistance to your Latent Energy type and when you make an attack using Strength--with either a weapon or an Unarmed Strike--and deal damage to the target, you also deal damage equal to your rage damage bonus equal to your Latent Energy type.
When you begin to summon your Latent Empowerment, you lose HP equal to three times your Rage Damage Bonus. You can forgo this HP loss a number of times per long rest equal to your Constitution Modifier.
Latent Energy
When you gain this ability, choose one damage type from the following: Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant or Thunder.
This damage type should match the personality or inner persona of the barbarian embodying it. You can choose one additional Latent Energy type at Barbarian Level 10.
Level 6: Empowered Aura
Your Latent Energy begins to surround and enhance your body directly. While your Latent Empowerment is active, you gain 10ft of movement and can use a Bonus Action on each of your turns to gain Temporary Hit Points equal to a number of d4 dice rolls equal to your rage damage bonus.
Whenever you don't have temporary hit points from any source, you can make your Latent Empowerment radiate a 10ft radius aura. Creatures inside this aura must succeed a Constitution Saving Throw (DC= 8+prof. bonus+CON mod.) or take damage equal to 1d4+your Rage Damage bonus. This damage is the same as your Latent Energy type.
Level 10: Energy Coalescence
You gain a Secondary Latent Energy type and during your Latent Empowerment you gain resistance to that damage type.
You always have resistance to your Primary Latent Energy type, when your Latent Empowerment is active you have immunity to your Primary Latent Energy type.
Damage dealt by your Latent Energies can be split between both energy types in any ratio.
Level 10: Level 10: Limit Break
If you take damage from a melee attack while concentrating on your Latent Empowerment, you can immediately enter Latent Empowerment as a reaction if you succeed the resulting concentration check.
You can use this feature a number of times per long rest equal to your Constitution Modifier.
While your Latent Empowerment is active and you deal damage using both the Attack Action and Extra Attack feature you can enter Limit Break. As a bonus action you gain 10ft of movement until the end of your turn and begin a chain of attacks which begin to tear at your own body; the first additional attack has no immediate penalties but with every successful melee attack, you may attack one more time with a stacking -1 to Hit and -1 to Damage; Limit Break ends when you miss an attack or reach a maximum of six additional attacks. When Limit Break ends, you receive damage equal to 2d10 per bonus attack roll made with this feature including any miss which would have ended the condition.
You can use this feature once per Long Rest.
Level 14: Empowered Adrenaline
When you're brought to 0 Hit Points, you can choose to have 1 Hit Point instead once per use of your Latent Empowerment. When you use this feature you can also use reaction to enter a hyper empowered state called Empowered Adrenaline. Once you begin this state, you roll 1d4+1 and immediately take that many turns in a row with +10ft of movement for the duration, during this time no other creatures can take a turn or use legendary actions.
All successful melee attacks during this state are critical hits and using Limit Break during this state will double the damage you receive once it ends. Damage taken from environmental factors is halved during this state or reduced to 0 if it is already less than your barbarian level.
Once Empowered Adrenaline ends your Hit Point Maximum is halved and your Constitution & Strength scores are reduced to 9 until you complete a long rest. You also lose access to all features granted by this subclass for 2d4 days, those days you must spend doing no more than light work and regenerating your Latent Power.
Level 14: Level 14: Persevering Energy
You gain advantage to saving throws against spells that would apply restrictions to the following: Movement Speed, Actions/Bonus Actions, Reactions or Armour Class (You still roll as normal if the source is magical but not a spell).
Additionally if a spellcaster within 1,000 feet of you uses the Time Stop spell, you and that spell caster exchange turns in initiative as normal with the exception that you automatically have the effects of the Slow spell for the duration. No matter how hard you try you are unable to interact with anyone but the spellcaster for the duration. If you started your turn within range of the spellcaster's Time Stop, the spell ends early if you are more than 1,000 feet away from them.
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