Barbarian
Base Class: Barbarian

Path of the Healer

Every barbarian tribe needs a healer, and you have trained much for this role.

While you still are adept in the same things a normal barbarian is adept in, instead of only focusing on combat, you decide to aid your fellow companions and learn how to heal.

Bonus Proficiencies

At 3rd level, you gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Additionally you gain proficiency in the medicine skill. If you already have this proficiency, you gain proficiency with another skill of your choice.

Healer

The healer of the tribe tries to keep all of the tribe's wounds cured. At 3rd level, you have a pool of healing power gifted to you by the old gods. This pool replenishes after you finish a long rest. With that pool, you can restore a total number of hit points equal to three times your barbarian level + your Constitution modifier (minimum of 5).

As a bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Giver of Life

Starting at 6th level, as an action, you can grant 1d12+2 temporary hit points to yourself or another creature within 5 ft. At every barbarian level above 6 you can add 2 additional hit points to the total. The temporary hit points expire after 1 hour.

You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

Additionally you can spend 5 hit points from your healing pool to use this feature if you have no more uses of this feature.

This feature has no effect on undead and constructs.

Life Saver

Beginning at 10th level, as an action, you can take 40 necrotic damage, which can't be prevented or reduced, and which ignores temporary hit points, and spend 20 hit points from your healing pool to bring a creature you touch back to life with 1 hit point. You must do this within 10 minutes of the creature dying. You can use this feature if you have less than 40 hit points remaining. If you do, you immediately begin dying and automatically fail 1 death saving throw. Additionally, you can cast greater restoration without expending a spell slot by expending 20 hit points from your healing pool.

This feature has no effect on undead and constructs.

Protector from Death

At 14th level, you can touch a living creature as an action and spend 10 hit points from your healing pool, and grant it protection from death for 1 hour. For every 10 additional hit points you spend, the protection lasts for 1 additional hour. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the protection ends. If this protection is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the protection ends.

This feature has no effect on undead and constructs.

Bonus Proficiencies

At 3rd level, you gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Additionally you gain proficiency in the medicine skill. If you already have this proficiency, you gain proficiency with another skill of your choice.

Healer

The healer of the tribe tries to keep all of the tribe's wounds cured. At 3rd level, you have a pool of healing power gifted to you by the old gods. This pool replenishes after you finish a long rest. With that pool, you can restore a total number of hit points equal to three times your barbarian level + your Constitution modifier (minimum of 5).

As a bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Giver of Life

Starting at 6th level, as an action, you can grant 1d12+2 temporary hit points to yourself or another creature within 5 ft. At every barbarian level above 6 you can add 2 additional hit points to the total. The temporary hit points expire after 1 hour.

You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

Additionally you can spend 5 hit points from your healing pool to use this feature if you have no more uses of this feature.

This feature has no effect on undead and constructs.

Life Saver

Beginning at 10th level, as an action, you can take 40 necrotic damage, which can't be prevented or reduced, and which ignores temporary hit points, and spend 20 hit points from your healing pool to bring a creature you touch back to life with 1 hit point. You must do this within 10 minutes of the creature dying. You can use this feature if you have less than 40 hit points remaining. If you do, you immediately begin dying and automatically fail 1 death saving throw. Additionally, you can cast greater restoration without expending a spell slot by expending 20 hit points from your healing pool.

This feature has no effect on undead and constructs.

Protector from Death

At 14th level, you can touch a living creature as an action and spend 10 hit points from your healing pool, and grant it protection from death for 1 hour. For every 10 additional hit points you spend, the protection lasts for 1 additional hour. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the protection ends. If this protection is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the protection ends.

This feature has no effect on undead and constructs.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. 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 necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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