Base Class: Barbarian
Some barbarians loose their rage, converting it into raw physical might, who carve and smash their foes brutally. Others, however, like those who walk the Path of Tranquility, use rage as a fuel to power their extraordinary awareness and expertise. Do not underestimate a Tranquility barbarian's rage--though it may not be as evident, it is just as lethal.
Centered Self
When you choose this path at 3rd level, you learn to reformat your rage in such a way that makes you more present in the combat and receptive to telegraphed attacks. While raging, you add your rage damage bonus to your AC instead of adding it to damage rolls.
Unnerving Focus
Beginning at 6th level, you can use a bonus action while raging to direct your smoldering, unnatural calm toward one creature you can see, which then makes a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature is unnerved by your focus, becoming unable to break its gaze upon you and suffering disadvantage on attack rolls against you. A successful save negates this effect, and renders the creature immune to this effect from you for the next 24 hours.
This effect requires concentration, but can be maintained while raging, and ends when concentration is dropped, broken, or of the barbarian starts their turn not in line of sight with the creature.
This ability is usable a number of times per combat equal to your proficiency modifier.
Battle Awareness
Beginning at 10th level, you add your Wisdom modifier to initiative rolls.
Your read on combat becomes impeccable. While you are in initiative, you can can treat a d20 roll of 9 or lower as a 10 for the following skill checks: Athletics (Strength), Stealth (Dexterity), Animal Handling (Wisdom), Insight (Wisdom), Perception (Wisdom), Survival (Wisdom), Intimidation (Charisma), and any Intelligence check made to discern a creature's defenses and capabilities.
Unerring Inspiration
Starting at 14th level, while raging, you can extend your now-supernatural calmness outward to flood your allies, bolstering their rigor and will to stay in battle. You can activate this ability in one of the two following ways:
As an action, you can inspire any ally that can see and hear you, granting them a bonus to their AC equal to your Centered Self AC bonus, until the start of your next turn. If this effect successfully prevents all attacks that required attack rolls against you and your allies by your next turn, it continues for another whole initiative round, and then ends on your turn.
As a reaction to an ally that can see and hear you being subject to a saving throw roll, you can grant them your Centered Self bonus to all of their saving throws until the start of your next turn. If the ally still fails, the use of this ability is not expended.
You can use this ability once per long rest.
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