Barbarian
Base Class: Barbarian

Not all those who gain power through their fury are willing to give themselves up to it. When you choose to take the path of the Martial Rage you commit yourself to training your body and mind so you can harness your rage instead of letting your rage harness you. This will allow you to react more quickly to changes on the battle field and protect yourself and your allies more effectively. Use your Martial  prowess along with your Rage to thwart your enemies and aid your allies. 

 

Practiced Rage

At third level you have gained some control of your rage and you are rewarded with heightened reactions allowing you to react more quickly to more things. 

Rage Armor

Your rage bolsters your reactions increasing your AC by 2 and increases as you level up to 3 at level 9 and 4 at level 17

Enraged Shove

Your rage grants you a bonus reaction to give an Enraged Shove to a creature enters or leaves your melee range (that you can see) once per round. Your shove deals 1d4 bludgeoning damage and takes 5 feet of movement from the target and on a failed save the target is moved 5ft in a horizontal direction of your choice. If the target collides with another creature, it stops and both creatures must make a dexterity save or fall prone.  

Enraged Shove damage increases as you level up to 1d6 at level 5,  2d4 at level 9, 2d6 at level 13, 3d4 at level 17 and 3d6 at level 20

Enraged Shove distance increases as you level up to 10ft at level 9, 15ft at level 13, 20ft at level 17 and 30ft at level 20

Adept Rage

At fourth level you have become adept at reacting to stimuli and your rage flares when your allies are in trouble. This allows you  you to intervene when you party is attacked with missiles.

Missile Interception

When a seen ranged attack (that uses an attack roll) is made against a member of your party and the path of the missile comes within 5 feet of you, you may make a dexterity saving throw to intercept the missile. If your save is higher than the AC of the targeted creature but lower than the attack roll you intercept the target and are damaged as if you were the target ignoring your AC. If your save is higher than both the target's AC and the Attack roll then you take half the damage you would take if you were the target.  If you roll a critical success you take no damage unless the attack roll was a critical in which case you take half the damage you would take if you were the target.

If you take this reaction while you are not raging you must rage as your next bonus action. If you have no rages left or choose not to rage you must make a DC 10 constitution saving throw or gain one level of exhaustion. Each time you make this constitution saving throw in an adventuring day the DC goes up by 2.  

This ability increases to a range of 10ft at 13th level and 15 feet at 17th level.  

Mastered Rage

At tenth level you have become a master of your emotions, able to hold yourself to your ideals and goals.  

Mastered Emotions 

You gain advantage on wisdom saving throws against all effects aside from creatures you consider to be friends. While raging you are also immune to all charm spells and fear spells as your rage helps you to see through magical effects.  

Perfected Rage

At 14th level your your wielding of rage has turned you into a legendary warrior able to react to several things at once. You are invigorated by the chaos of battle and thrive being in the center of the fight. 

Perfected Reactions 

While Raging gain an extra reaction for a total of 2 reactions and a Bonus Reaction (enraged shove) per round of combat.

Perfected Rage Armor

Your rage not only helps you but you allies, while raging 4 of your willing allies within 20 feet of you have an AC increase by 1d4 as their reactions improve by being within your influence. 

This ability improves at Level 17 to affect 5 willing allies at a range of 30 feet. 

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