Barbarian
Base Class: Barbarian

This barbarian lives a conflicted life, as they are part of a world in which they don’t belong. Maybe they belong to a parallel world in the multiverse and were banished to this one. Maybe they are a time traveler from the past or future dealing with their own chronological dissonance. Maybe they are a portal jumper who is experiencing side effects from frequent temporal exposure. Perhaps you are connected with the ethereal or astral planes. Work with your DM to come up with a proper backstory. Harkening from a near future fully aware of your party’s exploits would not be cohesive with your DM’s storytelling.

Glance at the Possibilities

When you take this subclass at 3rd level you gain proficiency in either History or Perception.

Also at 3rd level you gain the ability to cast the Augury spell innately once before you must take a long rest. Constitution is your spellcasting ability.

Temporal Alternation

Once during your rage, you can use a bonus action to swap places with one friendly creature within 15 feet of you. This movement does not provoke opportunity attacks. You and the creature must both have five feet of movement to use for this procedure. Neither of you can be restrained, incapacitated, or otherwise unable to move.

At 10 level you can use this ability with any creature. Non-willing creatures may make a DC 8+your constitution modifier+your proficiency bonus to resist the swap.

At 14 level the distance increases to 30 feet.

At 14 level you can use this feature 2 times per rage.

Unstable Connection

At 6 level you gain a better grasp of your connection to this realm and can use your semi-permanent nature to your advantage. Once per rage, when you are attacked you can use your reaction to impose disadvantage on all attacks on you for one round of combat. If you’ve used your reckless attack feature the advantage and disadvantage cancel out.

At 17 level you can do this twice per rage.

Infinite Realities

At 10 level you can start your day manifesting aspects of the infinite possibilities your life could have taken. You can either choose one or roll on the table and it last 24 hours.

  • Proficiency in thieve’s tools
  • Proficiency in the healer’s kit
  • Proficiency in deception and your usual clothing and armor is glamoured to appear like the suit of a fine gentleman or lady noble.
  • You gain proficiency in ranged martial weapons.
  • Proficiency in Tinker’s tools and the Mending cantrip (you cant cast during your rage.)
  • You gain a religious calling of your choice and proficiency in Religion.
  • You gain +2 to Intelligence and gain a spectral familiar as if from the Find Familiar spell.
  • You gain +1 to Wisdom and can add your Wisdom modifier to your initiative rolls.

Initiative Warrior

At 14 level your nature allows you to warp time and reality around you. After you take your first turn in initiative, you can choose to take your next initiative turn at any point between other creatures turns. You can only do this once before “resetting” yourself back in the initiative order. When you use this ability the first time you lose health equal to your level. After each subsequent use you gain one level of exhaustion.

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