Barbarian
Base Class: Barbarian

For all of your life, you have been trained within the recklessness and havoc that battle brings. Blood runs thicker than the droplets of rain that pour from the sky, yet both equally tint and blur the vision of the soldiers who dare grace the battlefield. While most are trained in avoidance of the red, you were born within it, taking refuge in the tranquility most refuse to see.

This path is centered around lower health states and taking the panic that comes with it out of the equation. With this path, you will learn how to best use your abilities and scale them with close combat. Pain will come synonymous with disparity, and disparity with unimaginable strengths only the prophets of time preach about.

Use your power wisely, for the fate of the world rests between your shoulders.

Level 3: Heroic Spiral

At 3rd level, you gain the following effects:

Frenzy: If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

 

With your previous training, you no longer flinch at the sight of blood, even if the dark liquid drips from your own brow. 

Let your health be separated into three modes: Full, Bloodied, and Mortal.

Full: You are not restricted from Rage but are restricted from the Frenzy ability, seeking to save your energy for more dire situations.

Bloodied (Below Half Health): You are able to use the Frenzy ability while Raging. 

Mortal (1/4 of your Health): Your Frenzy ability turns into Spiral. With Spiral, an extra d4 is added to your Frenzy damage.

Spiral

Frenzy feature does an extra 1d4 of damage.

Level 6: Plot Armor

The prophecy shines its light upon you, clearing you of any frailties that might hinder you.

Mindless Rage: 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.



In your adventures, your Heroic Spiral has grown more powerful.

Deep Breaths: Calming down from your rage sends the invigorating winds of time throughout your body. With this, after your rage ends, you may regain 1d12 or a hit die of health. You may not go over the Bloodied section/half of your health. 

Level 10: Prophetic Retaliation

With experience comes awareness, and protection can be the line between life and death.

Retaliation: When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.


In your adventures, your Heroic Spiral has grown more powerful.

Self-fulfilling: When your Frenzy turns into Spiral, the 1d4 of the original extra damage turns into 1d6.

Level 14: The Face of the Fallen Knight

Intimidating Presence: As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

As you fall in battle, the world cries at your failure, sending Fate to make right of what has been wronged.

If this ability is used in the Mortal phase of your hit points, the targeted creature has disadvantage on the save.