Base Class: Barbarian
Barbarians who walk the Path of the Vault fuel their rage with the bite of their attackers. In a synergetic bond, damage they reduce while raging feeds a mystic energy vault that in turn gives them added abilities.
Having awakened a mystic vault for stored energy, those who tread this path convert the damage they reduce while raging into vault points, which have various uses.
Rage of the Vault
Starting when you choose this tradition at 3rd level, your rage awakens an inner energy reserve known as the vault. Energy placed into the vault translates into vault points, which can be used to activate vault features. You unlock the vault when you enter into a rage, and it stays unlocked for the duration of your rage.
While the vault is unlocked, all hit points you reduce through damage resistances or immunities transfer into an equal amount of vault points.
Your vault points deteriorate when you are not raging at a rate of 10 points per minute.
Blood of the Vault
Starting at 3rd level, anytime you would be reduced to 0 hit points, you are instead reduced to 1 hit point and gain temporary hit points equal to the amount of vault points you had. The vault is then empty and locked until you take a long rest.
If your vault is already empty or you have not had a long rest since your last use of this feature, you are reduced to 0 hit points as usual and the vault has no effect.
Vault Bloom
Beginning at 6th level, your synergetic bond with the vault has grown to give you new abilities while raging. If you reduced at least 10 points of damage since your last turn, one of the following features activates automatically as a bonus action at the beginning of your turn:
- Vault Step - Teleport anywhere within 30 feet
- Vault Shroud - Gain resistance to 3 damage types of your choosing until the beginning of your next turn
- Vault Strike - All unarmed attacks on this turn deal extra necrotic or force damage equal to your Wisdom Modifier + Proficiency Modifier
If you reduced at least 20 points of damage last round, one of the following features activates as a bonus action at the beginning of your turn:
- Vault Surge - You may take any one of the monk bonus actions Step of the Wind, Patient Defense, or Flurry of Blows, and Vault Strike also activates
- Vault Cloak - Gain immunity to 1 type of damage until the beginning of your next turn
- Greater Vault Step - Teleport anywhere within 60 feet
Unfortunately, you lack control over this ability and if you reduced over 10 points of damage since your last turn, you must Vault Bloom even if you usually have other bonus action options.
Vault Warrior
Starting at 10th level, you may activate Vault Bloom on command as a bonus action by expending vault points on rounds when you have not reduced enough damage since your last turn to fuel a Vault Bloom.
Expend 10 vault points for Vault Step, Vault Shroud, or Vault Strike.
Expend 20 vault points for Vault Surge, Vault Cloak, and Greater Vault Step.
In addition, on rounds where Vault Bloom would activate at the start of your turn, you have the ability to ignore its affects and save your bonus action.
Protection of the Vault
When you reach 14th level, choose two additional damage resistances and one damage immunity while the vault is unlocked (while raging).
Juggernaut Ritual
Starting at 3rd level, when you choose this path you learn an hour long mystic ritual that allows you to converge your vault with another's vault. When a Way of the Vault monk is linked with a Path of the Vault barbarian, the pairing is known as a Juggernaut, hence the name for the ritual; although, it is possible for a monk to pair with a monk or a barbarian to pair with a barbarian.
Once the ritual is complete, both individuals contribute to the same vault and thus share the same pool of vault points. Each class retains their own system of input and output of vault energy, with the one difference being the vault points deteriorate at the monk's rate if a monk is present in the pairing.
No more than two individuals can share a vault, and if either individual is ever more than 1 mile away from the other, their mystic bond is broken. If the vault is empty when the bond is severed, the vaults separate with no other consequences. If the vault is not empty when the bond is severed, as the vaults pull away from each other, both creatures are reduced to 0 hit points, triggering Heart of the Vault or Blood of the Vault.
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