Base Class: Barbarian
Rage takes many forms, some scream and shout but the more dangerous kind is that which wells up and festers with time, till eventually it cannot be contained. Barbarians of this path are typically quiet in nature, even when at their most angry creating an uneasy aura about them.
Quiet Resolve
Starting at 3rd level your body has becomes an impenetrable fortress of willpower. When you enter your rage you gain a number of Temporary Hit Points equal to 1d12 + your barbarian level. Additionally If these Temporary Hit Points are lost due to damage your next attack deals extra damage equal to your barbarian level.
When you reach certain levels in this class, the number of Temporary Hit Points increase by an additional 1d12 at 10th (2d12), 15th (3d12) and 20th (4d12).
Terrorising Presence
At 6th level, your presence in battle is enough to terrify your foes. When you start your turn with a creature within 5 feet of you, you can use your bonus action to attempt to force that creature to make a Wisdom saving throw (DC + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of your next turn.
Unbreakable
Beginning at 10th level you are unshakeable in the face of danger, you gain immunity to the frightened condition. Additionally while you are raging, allies within 5ft of you have advantage on saving throws against being frightened.
Bastion Of Might
Starting at 14th level, you march towards victory, each success pushing you towards the next. If you or an ally within 5 feet of you succeed on a saving throw while you're raging, that creature gains temporary hit points equal to your Constitution modifier (minimum of 1).
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3/9/2021 12:33:46 PM
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