Barbarian
Base Class: Barbarian

Heat stroke has set in, you begin to see things, your mouth drys, and then the maddness sets in. The Path of the Dry an Withered is the couse of dehydration and with the heat setting in it shouldent be long befour the heat stroke couses you to become arasive and maddened with rage. You have spent your hole life in the sun and heat and its began to change you phisicly and mentely.

Heat Stroke

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. You can rage for free once per long rest. once per round if you have advantage on an attack roll you can make a free attack with disadvantage in addition to any other atacks you get.

Life In the Sun

Your years spent in blazeing sun of the desert you gain resistance to fire and radiant damage.

Experience combatant

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers

The maneuvers are presented in alphabetical order.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Hightend Mind and Body

Starting at 7th level, you gain advantage on dexterity saveing throws while rageing. When ever you succeed on a saveing throw you can use your reaction to move up to 15 feet and make an attack with a weapon you are curently holding. When ever you take bludgeoning, fire, piercing, radiant, or slashing damage you can add a extra d4 to next hit dice that you roll.

Ebullism

When reaching level 10 in this subclass you have spent so much time in the sun and heat your blood begins to boil when you rage becoming one with the heat itself. While rageing you become imune to fire damage. When ever you miss an attack on a target within 5ft of you you can immediately follow the the miss up with an attempted unarmed strike (no action required). If the unarmed strike hits it deals an extra 1d6 fire damage.

Sanguine

Upon reaching level 14 You can use a bonus action or reaction to gain Temporary Hit Point equal to the damage you have taken since the start of your last turn, you can only use this feature once per day. When you hit 0 Hit Points, if you have already suspended your use of Sanguine you can set your Hit Points to 1 and gain Temporary Hit Points equal to the amount of Temporary Hit Points gained by Sanguine on its most resent use since your last long rest, you can only use this feature once per long rest.

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