Base Class: Barbarian
You gain different effects and bonuses, granted by your deity.
Divine Light
When you activate your rage, you can choose to call upon your faith in the Divine. You summon an aura of Divine Radiance, that extends outwards from you for 10 feet. Any hostile creature which starts its turn, or enters the area for the first time on a turn, must make a Wisdom saving throw, taking 1d8 Radiant damage on a failed save, or half on a success. The DC for your Divine Light is 8+Proficiency+WIS modifier. This damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th level. If you use this ability, when your rage ends, you suffer one level of exhaustion.When you activate your rage, you can choose to call upon your faith in the Divine. You summon an aura of Divine Radiance, that extends outwards from you for 10 feet. Any hostile creature which starts its turn, or enters the area for the first time on a turn, must make a Wisdom saving throw, taking 1d8 Radiant damage on a failed save, or half on a success. The DC for your Divine Light is 8+Proficiency+WIS modifier. This damage increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level. When your rage ends, you suffer one level of exhaustion.
When you activate your rage, you can choose to call upon your faith in the Divine. You summon an aura of Divine Radiance, that extends outwards from you for 10 feet. Any hostile creature which starts its turn, or enters the area for the first time on a turn, must make a Wisdom saving throw, taking 1d8 Radiant damage on a failed save, or half on a success. The DC for your Divine Light is 8+Proficiency+WIS modifier. This damage increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level.
The range of this aura increases to 20 feet at 11th level, and 30 feet at 17th level.
When your rage ends, you suffer one level of exhaustion.
Aura of Courage
Beginning at 6th level, you and your allies in your Divine Light aura have advantage on Wisdom saving throws, and you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
At 11th level, your allies gain advantage on saves versus effects or spells for being charmed or frightened while in your Divine Light.
Divine Presence
Beginning at 10th level, your Divine Light burns brightly, as the power of your faith strikes down the unholy. Any fiends or undead have disadvantage on any saving throws, attack rolls, and ability checks while they have line of sight with you, and are within your aura.
You can use a bonus action on your turn to force a hostile creature make a save against your Divine Light aura, with appropriate damage for your current level, taking half on a save.
Holy Conqueror
Starting at 14th level, when a creature fails a saving throw against your Divine Light, you may use a reaction to make an attack against that creature, moving up to your maximum current movent to be within reach, if necessary.
Once per turn, you also deal an additional 2d8 worth of radiant damage on melee weapon attacks while your Divine Light is active.
You also gain resistance to necrotic and radiant damage, and immunity to poison damage and the poisoned condition while the Divine Light is active. Any current poison effect is not removed, only suspended during your Rage.
Any allied creature in your Divine Light aura gains advantage on saving throws against poison, resistance to poison damage, and resistance to radiant and necrotic damage.