Base Class: Barbarian
Many barbarians have both the strength to protect others with their might and the courage to face even the darkness demons alone. Those who choose to do both are beckoned by the Warden, a deity known across the Multiverse to watch over and incarcerate the darkness that plagues the realms. While their rage may not be flamboyant and loud, their strength comes from their inner fire to protect others from the darkness and evil of the world. These barbarians only share this fight with their allies and those who also carry this torch, keeping them safe at all costs. No evil must go unpunished, no atrocity must be forgiven, and no monster shall plague the weak, for that is the path of the Warden. The darkness should cower when they hear the rattling of these infernal chains, for their fate has already been decided.
Barbarians who draw on the Warden fight to keep order, peace, and stability within the multiverse. In order to prove their commitment for protecting others, barbarians who follow this path incorporate rattling chains or shackles into their equipment to warn evildoers of their impending doom. The only just fight is a fair fight.
Protection of the Warden
Starting at 3rd level when you take this path, the Warden thanks you for pledging to keep evil in check. You gain a resistance to fire damage.
Infernal Shackles
Starting at 3rd level when you take this path, you are empowered by the infernal chains of the Warden. When you enter rage or as a bonus action on each of your turns, you can use your infernal chains to shackle one creature that you can see, forcing them to make a Constitution saving throw (Your Save DC = 8 + your Constitution modifier + your proficiency bonus) On a failure, the creature suffers disadvantage on attacks made against all other creatures except for you. Keeping evildoers in line empowers you; while you have a creature shackled, you gain a +1 bonus to your armor class. The creature can repeat their saving throw at the end of their turn. If a creature breaks free of its shackles, they make their next saving throw against your shackles at advantage until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after a Short or Long Rest. The amount of creatures you can shackle at one time increases by 1 at 6th level [2], 10th level [3], 14th level [4], and 18th level [5].
Keeping the Peace
Beginning at 6th level, you’ve become a bastion for keeping evildoers in check. When a creature that you can see enters your melee range for the first time, you can immediately make an opportunity attack against it.
Beckoning of Chains
Beginning at 10th level, infernal chains wrap themselves around your body. When you enter your rage, these chains form an armor that gives your temporary hit points equal to your Barbarian level. While this armor is active, if a creature touches you or hits you with a melee attack, they are struck with infernal retribution, dealing 1d10 fire damage.
The Last Bastion
Starting at 14th level, you can imbue yourself with the resilience of the Infernal Warden during a rage. While raging, you gain advantage on saving throws against poison, fire, spells, and illusions, as well as to resist being charmed or paralyzed.
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