Base Class: Barbarian
Some barbarians rage for glory, conquest, or survival. Those who walk the Path of Justice are driven by a different fury: outrage at cruelty, oppression, and the suffering of others. Their wrath rises when the innocent are harmed, and their strength is sharpened by the need to make wrongs right.
A warrior of this path does not fight for battle’s sake. They stand beside the fallen, shield the wounded, and pursue those who abuse their power. Wherever injustice is found, their anger soon follows.
In Their Name
When another suffers, your fury finds purpose. You draw strength from standing beside the harmed, carrying their pain into battle and turning it against your foes.
Whenever an ally within 20 feet of you takes damage, you can use your reaction to mark them as your Wronged.
While within 20 feet of your Wronged:
- your melee weapon attacks deal extra damage equal to your proficiency bonus
- your speed increases by 10 feet
If you use this feature while not raging, you immediately enter rage.
We Stand Together
Your presence becomes a shelter in the storm of battle. Those who stand beside you find renewed courage and greater safety beneath the shadow of your wrath.
While your Wronged is within 20 feet of you, they gain:
- +1 AC
- +10 speed
When your Wronged takes damage within 20 feet of you, you may use your reaction to reduce the damage by 1d10 + Constitution modifier.
Additionally when you use In Their Name to mark a creature as your wronged you can use this feature as part of the same reaction.
Fighting As One
The bond between you and the Wronged hardens into perfect unity. Together you strike with shared purpose, each opening becoming an opportunity for the other.
While within 15 feet of your Wronged, weapon attacks made by you and your Wronged score critical hits on a roll of 19 or 20.
Til' Justice Prevails
When the one you protect falls, your rage reaches its purest form. Their cause becomes yours entirely, and you will not relent until justice is done.
When your Wronged drops to 0 hit points, they remain your Wronged until conscious again.
While they are unconscious, you gain the following benefits regardless of distance:
- +15 speed
- +2 AC
- bonus damage equal to proficiency bonus
- weapon attacks score critical hits on 18–20
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