Barbarian
Base Class: Barbarian

For some barbarians, rage is a means to an end—that end being violence. But you chose another path. The Path of Serenity is a path of health and calm. Instead of raging, you calm your mind, focusing on your own health and well-being.

Serenity

While raging, you can choose to Serene. If you do so, for the duration of your rage you can only make a single melee weapon attack as a action on each of your turns after this one. When your rage ends, you heal one condition affecting you of your choice.

Premeditated Serene

Beginning at 6th level, you have advantage against all non-physical conditions while serene. If you are affected by any non-physical condition when you enter your rage, the effect is suspended for the duration of the serene.

Encouraging Presence

Beginning at 10th level, you can use your action to charm someone with your encouraging presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

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

Compassion

Starting at 14th level, when an ally  is attacked by a creature that is within 5 feet of you, you can use your reaction to incur disadvantage on the roll.

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