Barbarian
Base Class: Barbarian

While some barbarians hail from cultures that revere their ancestors, others find their strength in defending the next generation. Whether by parenthood, choice, or having it thrust upon them, these warriors take responsibility for the well being of those in their charge, much like a shepherd watches their flock. 

Barbarians who focus on protecting their charges and allies have honed their senses and reactions to respond immediately to any perceived danger. They are so focused on the safety of others that their own outward appearance becomes inconsequential. Their gear is typically well worn and in need of repair, and their hair is in need of attention. 

Vigilant Instincts

Starting when you choose this path at 3rd level your focus on the safety of others heightens, and you are always prepared to throw yourself between them and danger. While raging you draw focus from anyone attacking a your ally and impose disadvantage on the first attack on that ally. When not raging and an ally is attacked, or there is a surprise attack your instincts take over and you immediate enter a rage, move to that ally and take half the total damage of the attack. 

Dad Joke

Your attempts at relating to those around you, coupled with your need to comment on most things that occur, has lead you to develop very quick and universally terrible puns as a reaction. When you tell a Dad joke, anyone who can hear you must make a CHA saving throw. On a failed save they take 1d4 psychic damage. On a success they take half damage. You regain hit points equal to the total amount of damage dealt. Any hit points that exceed your hit point total are  added as temporary hit points that expire within one hour.

Spirit of Protection

Beginning at 6th level, the spirit of protectiveness that you feel manifests as a spectral presence (your choice of what it looks like) and can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Walk it off

Your desire to protect others often means showing them that you aren't that hurt and can still take care of them. After battle you may 'walk off' some of the damage that you took. For every full round that you only take the movement action, for a maximum of 5 rounds, you recover 1d4 hit points, up to your maximum hit point level.

Sheltering Prescence

At 10th level, you gain the ability to create a place of safe respite from the force of you spirit. When you do so, you cast the tiny hut spell, without using a spell slot or material components. Wisdom is your spellcasting ability for this spell.

After you cast the spell in this way, you can’t use this feature again until you finish a short or long rest.

YOU DID NOT JUST...

At 14th level, your Spirit of Protection grows powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit of Protection prevents.

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