Base Class: Barbarian
A faction of Barbarians following an old and doubted religion, now considered more a Myth due to its longevity. They say that the world itself is being held up by three pillars springing out of an old and enormous pyramid. Each pillar represents one of the key elements and ideals in the world, Light and truth, Fire and anger and Wind and vulnerability. These Barbarians truly believe and follow and trust this myth, trying to spread the word and its values.
Rage of the 3
You gain one of the following options of your choice, you cannot change Pillar once chosen.
Fire Pillar
While rage is active you can replace your normal weapon attack damage for Fire damage. You also have resistance to Fire damage.
Light Pillar
While rage is active you can replace your normal weapon attack damage for Radiant damage. You also have resistance to Radiant damage.
Wind Pillar
While rage is active you can replace your normal weapon attack damage for Thunder damage. You also have resistance to Thunder damage.
Following Effects
You gain new rage benefits depending on your Pillar
Blazing Blood
As the same Bonus Action as raging if you take [damage]Bludgeoning [damage], [damage]Piercing[damage] or [damage]Slashing[damage] damage within 5 feet of an enemy, you deal {{modifier:con}} in [damage]fire[damage] damage. Once per Rage.
Light Body
As a Bonus Action you can trigger a Constitution saving throw to any enemy you hit, if failed you apply the[condition]blinded[condition] condition until the end of the creature's next turn. Once per Rage.
Wind Suit
As a Bonus Action you can give yourself the [condition]invisible[condition] condition until the end of your next turn, this condition doesn’t stop if you deal or take damage vice versa. Once per Rage.
Superhuman Body
You get the power to enhance your body from your pillar.
Divine Sandstorm
Any creature caught inside a 10 foot cone in front of you has to roll a dexterity saving throw, if failed they take 1d8 + Strength modifier [damage]thunder[damage] damage and are prone, if else, they take half damage. Once per rage.
Erratic Blaze
As a bonus action during Rage you can deal 1d4 damage to yourself, for every damage taken you get an extra blood limb, you can activate these with a following or same bonus action every turn, these let you multi attack with each once per attack, they deal 1d4 + STR fire damage per hit. They last until rage ends or you have the [condition]unconscious[condition] condition, once per rage.
Light Blades
You can make an enhanced unarmed strike that deals [damage]radiant[damage] damage as a bonus action while in rage.
Godly Architecture
Following the olden pillars paid off, as they offer their whole power to enhance your combat abilities.
Atmospheric Rift
As an action while raging you attack in a 25 foot long 5 feet wide line in front of you triggering a dexterity saving throw, dealing 2d12 thunder damage on a successful hit. Once per rage.
Blazing King
As an action while raging you trigger your HP to 0, every creature in a 25 foot sphere radius has to make a constitution saving throws save or take 1d12 + half your remaining HP as fire damage. Once per Rage.
Rippling Lights
As a bonus action while raging you can trigger a Constitution saving throw in a 30 foot range emanating off you, if failed they gain the [condition]blinded[condition] condition until the end of your next turn and take 2d10 [damage]radiant[damage] damage, if else they take half damage. Once per rage.
Previous Versions
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7/8/2026 2:51:34 AM
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7/20/2026 2:20:11 AM
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