Barbarian
Base Class: Barbarian

When you and your allies are moving through life to the same rhythm, you can accomplish great feats and closer bonds.

Heartbeat of the Warrior

When this Path is chosen at 3rd level, you gain access to one of the three options per rage. (These options can be used in any order as long as you have Rage available.)

Heart of the Guardian: Choose up to seven willing creatures, for the duration of your rage, you may spend your reaction to provide them an extra melee attack, providing that both of you are within melee range of the target.

Heart of the Mountain: Choose up to seven willing creatures. At the beginning of your rage, you may spend two hit die to grant one D12  worth of temporary hit points to your allies. These hit points are lost once your rage subsides.

Heart of Calamity: Once chosen, you deal and are dealt all attacks with advantage. On hitting an opposing creature, you gain an extra damage die to your attacks. Once your rage subsides, you gain one point of exhaustion.

An Insightful Heart

Beginning at 6th level, you gain proficiency in (Wisdom) Insight, if you do not already have it. Additionally, when you attempt an Insight check against a creature using a (Charisma) Deception check, that creature must do so with disadvantage.

Unchained Love

Beginning at 10th level, your heartbeat empowers your weapons.

Path of the Guardian: When you make a melee strike, you may add your strength modifier again as force damage. When your ally takes your reaction to strike once more, they may also add your force damage to this roll.

Path of the Mountain: When an ally has lost their last temporary hit point via any one damage source, excess damage does not affect their hit point pool.

Path of Calamity: When calculating the extra damage die in this rhythm, it is automatically maximized. However, one damage die per strike from all opponents is also maximized for the duration of your rage.

The Heartbeat of Eternity

Beginning at 14th level, your rhythm empowers your allies to fight on.

Heart of the Guardian: Once per rage, if a melee strike takes an ally under your protection to 0 HP, you empower that ally to use a reaction before falling. This reaction is a single attack at advantage using your attack modifier (if it is larger.) On a successful hit, this attack does double damage.

Heart of the Mountain: When your allies gain temporary hit points during your rage, they may also use 2 hit die of their own to gain their relevant die of additional temporary hit points. (Up to a maximum of 6 die per person can be rolled per rage this way.)


Heart of Calamity: When you take a melee attack, you may use your reaction to return it to your enemy. AC for the original attack, Resistances, Immunities and Damage Dealt still apply.

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