Barbarian
Base Class: Barbarian

Steadfast champions fueled by their devotion, some barbarians rely on the radiant flames of their faith to fuel their fury. Typically members of an ancient order or divine lineage ,they serve as gladiators and champions to their god, showing their devotion by laying waste to any who oppose their patron. While raging, barbarians of this path draw upon the holy power of their deity through prayer to shield them from the forces of the unholy. 

Warriors who draw upon their godly might are capable guardians and shields, sometimes called "Divine Bulwarks" for their ability to protect not only themselves, but their allies on the battlefield. As a show of their devotion, most barbarians of this path adorn themselves in religious tattoos or ritualistic scarification, boldly displaying their faith through endurance of pain. 

One does not choose to walk this path of the gods, they are chosen; and those who are chosen may never leave it, carrying on as spiritual guardians even after death. 

My god is My Armor

Beginning at 3rd level when you choose this path, your unarmored defense becomes 10 + DEX + WIS. Before the start of your rage, you say a short prayer or ovation to your god and spectral armor covers your body. The armor is adorned with symbols of your patron and glows with a magical aura. Once your rage ends, the armor disappears as tendrils of smoke. 

Aura of Divinity

Starting when you choose this path at 3rd level an aura matching your god's alignment surrounds you when you begin raging (A platinum glow for good, smoky grey for neutral, shadowy black for evil). While raging, the first creature you hit with the attack action at the start of your turn becomes enraptured with your otherworldly presence. Until the start of your next turn the targeted creature has disadvantage on attack rolls against anyone but you, and when the target deals damage to an allied creature other than you with an attack, the allied creature has resistance to the damage dealt. The effect on the target ends early if you end your rage, or they fall to 0 HP. 

Damage resistance does not apply if the attack made by the targeted creature is an attack of opportunity. 

Holy Martyr

Beginning at 6th level, you gain the ability to project your aura out to a radius of 30 ft, giving you the ability to lend holy protection to those you consider allies. If you are raging, when an allied creature you can see within 30 ft of you takes damage, you can use your reaction to syphon 2d8 of this damage to yourself instead.  Your aura is able to go around corners and through walls. 

When you reach certain levels in this class, you can deflect additional damage to yourself: by 3d8 at 10th level and by 4d8 at 14th level.

Paragon of the Faith

At 6th level you are a notable beacon of your faith. While you are raging, creatures within a 5 ft radius of you must make a wisdom save. The DC is 10 + your WIS modifier + proficiency. On a failed save, the target(s) is charmed or frightened. The save may be repeated at the start of each target's turn. Once the target passes the save, they are immune to these effects for 12 hours. 

As you increase your levels in this class, the radius of this ability increases: to 10 ft at 9th level, 15 ft at 14th level, and 20 ft at 18th level. 

Just Punishment

At 6th level you have learned to invoke the power of your patron to guide your hand in the heat of battle. Using your holy symbol, you ask your patron to enlighten you so that you may punish the guilty and spare the innocent. For the next minute, your weapon is imbued with the divine energy of your god and deals an additional 2d6 magical damage (Good is radiant, neutral is force, evil is necrotic) when fighting creatures who oppose your patron. If the targeted creatures are allies of you and/or your patron, the extra damage is dealt to you instead. This feature can be used a number of times equal to 1/2 of your wisdom modifier rounded up. Once you have expended all of your uses, you cannot use it again until you finish a short or long rest. 

This damage increases to 3d6 at 10th level and 4d6 at 14th. 

Commune

At 10th level, you gain the ability to ask your patron questions. The amount of questions is half of your wisdom modifier rounded up. They must be yes or no questions, and must be pertaining to things your patron would know about. This feature cannot be used again until you finish a long rest. 

Wrath of the Righteous

At 14th level your fury becomes powerful enough to inflict damage onto your enemies. While raging, any damage you take using the Holy Martyr ability is reflected back onto the enemy as well. Your damage type is radiant (good), force (neutral), or necrotic (evil). 

Divine Vindicator Image

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