Barbarian
Base Class: Barbarian

In order to live a more peaceful life, some barbarians have given up their spontaneous ways to operate on a schedule.  Those who follow the Path of the Timely can be meticulous, but find their adherence rewarding.  As you live your planned daily life, you will find that the schedule that binds you also serves as your greatest strength.

Keeping Time

Starting when you choose this path at 3rd level, you become bound to a schedule agreed upon by you and your DM.  You must make or acquire some form of time-keeping device such in order to better operate on schedule.  This schedule will benefit you or impede you should you go off schedule.  There must be at minimum times for three meals and sleep.  If you enter a rage off of schedule, you suffer one point of exhaustion upon exiting rage.  During this schedule there are certain times where you can enter a “timely rage”, an improved rage that at the third level grants the following benefits:

  • Your bonus rage damage is doubled
  • You can use your reaction to impose disadvantage on one attack against you or against another person if the attacker is within 5 feet of you

You can enter a timely rage a number of times equal to your number of rages at each level.

Places to Be

Any movement made in order to remain on schedule does not provoke an opportunity attack, and you can use your reaction to make an attack against any creature that tries to interfere with your schedule with advantage. If the attack hits, the creature must succeed a DC 15 saving throw or be pushed 10 feet away from you and knocked prone.

Flexible Schedule

Starting at 10th level, you can chose to make your rage a timely rage by sacrificing one of your other timely rages on your schedule.  This effect can be used once per day, and increases to 2 at the 15th level and 3 at the 18th level.

Ahead of Schedule

Beginning at 14th level, your desire to remain on time leads you to try to get things done as quickly as possible. After initiative has been rolled but no turns have been taken yet, choose one creature that you can see. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or swap initiative placement for that round. At the end of each of its turns, the creature can re-roll the failed save. Upon a successful save, you and the creature return to your normal places on the initiative chart.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

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