Barbarian
Base Class: Barbarian

While most Barbarian draw their rage from primal instinct, ancestral spirts, or raw emotion, your fury is an act of holy devotion. You have caught the eyes of the heavens and your fury has inspired the gods to grant you their favor. To you, rage has become a sacred ritual in which the power of the divine courses through you, becoming a tribute to your deity's cosmic cause.

When in battle, you become the bridge that connects the mortal world to the divine as godly power flows through you. Divine energy radiates from you, becoming a beacon that inspires both hope and dread. While allies see you as a holy weapon sent by the divine, enemies see you as divine wrath made flesh.

As the chosen instrument of the gods, death hold no pull on you. You will return time and time again to continue your crusade of honor through blood and battle. You have become the divine vessel destined to conquer untold battlefields, until the gods finally command you to rest. 

Level 3: Divine Vessel

Your body course with divine power as you imbody the power of your deity. While in Rage, the first create you hit with a weapon or Unarmed Strike takes extra damage equal to 1d8 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

At level 6 the damage become 3d8, and increase again at level 10 to 5d8

Level 3: Embassy of Battle

Your soul is marked for endless warfare by a divine entity, turning your presence on the battlefield into a literal embassy for your deity's cause. You gain a pool of divine favor called Mortal Reprieves, which represents the number of times your deity will pull your soul back from the afterlife for free.
  • The Pool: The maximum number of Mortal Reprieves you can hold is equal to your Proficiency Bonus + your Barbarian level.
  • The Benefit: If a spell such as Revivify, Raise Dead, or Resurrection is cast on you, the caster does not need to provide any material components, provided you have at least 1 Mortal Reprieve remaining. Casting the spell successfully consumes 1 Reprieve from your pool.
  • The Ritual: Your pool does not reset on a Long Rest. Instead, you must perform a 6-hour holy ritual dedicated to your deity during your downtime. You can only perform this ritual once every 7 days. Upon completing the ritual, your pool of Mortal Reprieves is renewed.
 

Level 6: Divine Channel

The divine energy pulsing through you completely overwhelms moral defenses. While Raging, Weapon Attacks and Unarmed Strikes you make are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks. 

Level 10: Beacon of the Divine

As a Bonus Action, you unleash a battle cry infused with Divine energy, turning your body into a living beacon. For 1 minute, or until your Rage ends, you radiate a 30-foot Aura of the Divine.
  • Divine Protection: When you or an ally within the aura makes a Saving throw, you can use your reaction to grant them Advantage on that roll. You can use this protection a number of times equal to your Constitution modifier + Proficiency Bonus (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Compelled Challenge: When an enemy creature within the aura targets someone other than you with an attack, they must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Constitution modifier. On a failed save, the creature has Disadvantage on that attack roll.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend one use of your Rage to activate it again.

Level 14: Divine Crusader

Your absolute devotion grants you supernatural endurance, allowing you to defy mortality to complete your crusade. While your Rage is active, having 0 Hit Points does not knock you Unconscious. You must still make Death Saving Throws, and you suffer the normal effects of taking damage while at 0 Hit Points.
  • Divine Retrial: When you fail a Death Saving Throw while Raging, you can expend one use of your Rage to reroll that saving throw. You must keep the new roll.
  • Unyielding Defiance: If you would die due to failing three Death Saving Throws, you can immediately make a Constitution saving throw to deny the grave. The DC for this save starts at 10. Every time you successfully pass this save during the same Rage, the DC increases by 3. On a success, you clear one failed Death Saving Throw and remain conscious. On a failed save, or when your Rage ends, you suffer the normal consequences of dying.

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