Base Class: Barbarian
A warrior who stands alone is a warrior who falls alone. Barbarians of the Path of Trust understand that they haven't gotten to where they were without their mentors, rivals, and friends. You fight for all those who need you rather then just yourself. Every strike has had the intent to defend or better others. When you clash fists or blades with an opponent you seem to draw them in, hoping that they see a better way. You are not a hero of justice, you value those around you protecting them with your life. Barbarians of the Path of Trust often find themselves having an alignment that matches those around them. They push themselves to their limits and shatter them.
Devastation Beam
Upon choosing this path at 3rd level, you can focus your energy within your palms, focusing that into an orb by pushing your hands together. While raging, as an action you may release this energy forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). A creature takes 1d12 force damage and are blinded until the beginning of your next turn on a failed save, or half as much damage and are not blinded on a successful one. You can use this ability only once per rage. This number increases at 10th(2) and 18th(3) level. The damage increases by 1d12 when you reach 10th level (2d12) and 18th level (3d12).
Harnessed Energy
Upon achieving 6th level, You've learned to harness the pool of energy that rises within you, focusing it into your spine to release into powerful strikes. While raging, upon hit you can expend a number of hit points equal to your Constitution modifier, to gain advantage on your damage roll. When your rage ends, you must consume 3 rations or recieve a level of exhaustion. These rations do not count towards the number required per day.
Spirit Pressure
At 6th level, you begin to exude an aura of confidence. Your mind is focused upon a singular goal. Especially after crossing blades with you, those around you can feel this intent. After engaging in combat with someone you gain advantage on Persuasion (Charisma) and Intimidation (Charisma) checks against them.
Wyvern's Bond
Starting at 10th level, the bonds you've created with your companions has intensified. When you rage, you may select an ally within 30 feet. While the target is within this range, it gains resistance to all damage that you are. Also, each time it takes damage, you take the same amount of damage. If the target creature is reduced to 0 hit points, you gain an additional action on your next turn, after which the effect ends. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The effect also ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends when your rage ends.
Divine Instinct
At 14th level, you have trespassed into the domain of the divine. Your body has become a vessel for energy that glows with a brilliant aura. Releasing this energy in concentrated bursts your body seems to move away from danger autonomously. When you are targeted by an enemy creature that you can see within 5 feet of you, you may use your reaction to add your Wisdom modifier to your Unarmored Armor Class. If the attack misses as part of the same reaction the creature takes force damage equal to your barbarian level. As part of this reaction, bright light emits from your body for 10 feet, and dim light for an additional 10.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Previous Versions
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