Barbarian
Base Class: Barbarian

Similar to the zealot, those who are enlightened often serve gods, and may draw power from them, though often an Enlightened will find a way to draw power from within themselves, similar to monks. The Enlightened diverge from the zealot in practice, choosing to uplift their allies instead of relying on them. A common trait among the Enlightened is that they often commend their allies as they fight, sharing the spotlight, and will often rush to their aid should they face hardship.

Overwhelming Might

Starting when you choose this path at 3rd level, you can channel extra power into your attacks. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is either Lightning or Thunder, you choose upon gaining this feature.

Lightning

The extra damage you deal with Overwhelming Might is lightning.

Thunder

The extra damage you deal with Overwhelming Might is thunder.

Inspiring Sympathy

At 3rd level, you may use a bonus action to cheer your allies on within 30 feet, even if they've gone unconscious. When you use this ability on an unconscious ally, you are able to stabilize them. Additionally, any form of healing used on a creature stabilized by this ability gains an extra dice when rolling the amount healed. You may use this ability an amount of times equal to your proficiency bonus, regaining lost charges on a long rest.

Empathetic Cooperation

Starting at 6th level, you are sustained by seeing your allies in a safe condition. When an ally is stabilized by Inspiring Sympathy, you heal for half of your barbarian level, so that you may continue to protect them.

Living Barricade

At 10th level, you take empathy to another level, sharing in the pain they suffer. Upon entering a rage, you may select a number of allies equal to your proficiency bonus, that are within 60 feet. For the duration of the rage you take half the damage dealt to connected creatures, and they only take half in exchange. You choose whether or not you activate this ability upon starting a rage. This ability can only be used once per long rest. If multiple creatures are harmed simultaneously you may only choose one to take damage for. This effect ends when you exit your rage. If an ally exits the 60 foot range this effect ends, but will start again once they enter the range.

The Protector

Beginning at 14th level, your desire to protect your allies prevents you from falling unconscious temporarily.

If you fall to zero health during your rage, you don't fall unconscious, and if you would die from failing death saving throws, you do not die until your rage ends. Should you have no conscious allies in the immediate battle, this ability ends.

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