Barbarian
Base Class: Barbarian

Ravenge, wrath and anguish. These feelings guide the Path of the Avenger. Barbarians that follow this path are often solitary, and do not blend very well in society. They usually work as mercenaries for lords, or end up integrating bandit's groups. but they never lose their true goal: to avenge their fallen clan, their destroyed village or their ruined family by obliterating those who attacked them.

Ire of the Past

Starting when you choose this path at 3rd level, you can use your motivation as a improvement in your battle style. You have prepared so well for the day you can avenge your doomed past that you have total knowledge of those you seek. You can choose one type of enemy (according to the type of creature that made you took this Path) to become your favored enemy. With this feature, you gain the following benefits:

  • You have advantadge in all Wisdom or Intelligence checks and all saving throws against your favored enemy.
  • Your enemy has disadvantadge in saving throws imposed by ou, as you know its critical spots.
  • Against your favored enemy, a 19 in a attack roll is a critical roll.
  • You learn to speak and comprehend the language of your favored enemy, if it has one.

Also, this feature grants you the ability to canalize you anger in battle. You can take two attacks as an action and one as a bonus action when you activate your Rage.

Battle Frenesi

Beginning at 6th level, you have access to another Extra Attack feature. Since your adrenaline is too high, you can use your Rage to endure yourself. You can trade half the damage you would dealt in HP to yourself, and actually deal the other healf in damage.

Fearsome Barbarian

Beginning at 10th level, you can emanate an aura of anger, fear and vengeance while your Rage is active. Every creature that you choose no further than 30 ft in radius away from you must make a Wisdom saving throw (DC equals 8 + your Intimidation modifier) or be frightened of you until your Rage ends. The creature can reroll the saving throw every two rounds, and on 3 failed saving throws, the creature's speed is reduced to 0 ft and it is paralized.

Every attack you make against a frightened creature count as a critical. This feature grants you proficiency in the Intimidation skill.

Pure Vengeance

Nothing can hurt you anymore. Starting at the 14th level, you can parry and counter-attack as a reaction. For that, you must roll a d20 and the rolled value must be greater than the attacker's attack roll.

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