Barbarian
Base Class: Barbarian

For those that have lived multiple or very long lives, and learned to take, and dish out, hits. The Path of the Revived is a path that embodies the act for survival and consistent power. Through your stamina you are able to push yourself beyond normal limits

 

 

Stamina Bar

Starting at 3rd level you gain a number of Stamina Points equal to your Constitution modifier + Barbarian Level. While raging you can use these points to fuel certain abilities. You regain all Stamina Points when you finish a Shor or Long Rest.

Evasive Roll: You can spend 1 Stamina point as a bonus action to gain the effects of a dash or disengage actions until the end of your turn.

Heavy Attack: Once per turn when you hit with a weapon attack you can sped 1 Stamina point to deal one addition weapon die of damage wit the attack.

Brawl: You can spend 1 stamina point as a bonus action on your turn to attempt a grapple or use a Shove action.

Rapid Metabolism

Also at 3rd level, your body recovers more quickly than others, even during short rests. When you spend a hit die during a short rest, you add your constitution modifier to the roll twice, instead of once, when determining how many points you recover.

You also regain and additional number of hit dice when you finish a long rest, equal to your constitution modifier. 

Hardy Endurance

At 10th level, your body has become even more resilient. You gain resistance to poison dmg and immunity to the poisoned condition. You also gain immunity to the disease. Additionally, you have advantage on Constitution saving throws to avoid exhaustion due to moving at a forced march or going without sufficient food and/or water.

Holy skin

You have been given a gift of the Gods, and gain resistant to Necrotic, Force, and Radiant damage.

You also gain one healing charge per two levels of Barbarian of you hit die + Con modifier. (Rounding up for Charges)

Improved Stamina Points

At 14th level, you gain addition options when using your Stamina Points.

Steel Fortitude: When you fail a saving throw, you can use your reaction and spend 2 Samina points to gain a bonus to the roll equal to your Constitution modifier, possibly causing the roll to succeed.

Furious Flurry: Once per turn when you miss with a weapon attack, you can spend 2 Samina points to make a addition weapon attack as part of the same action.

Adrenaline surge: You can spend any number of Stamina Points as a bonus action on your turn to gain 1d6 Temporary hit points for each point spent. The temporary hit points vanish when you finish a short or long rest.

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