Barbarian
Base Class: Barbarian

When you take the totem of the Lion you gain the strength of the beast.

At 3rd level your raging meets no bounds. Gain Steel Skin & Hardened Core features.

At 6th level you feel an extreme power infiltrate your mind giving you a deadly kill switch. Gain Extreme Rage feature.

At 10th level your body hardens even further with the spirit of the lion. Gain Bloodied Revenge feature.

At 14th level you reach a form of strength which incites fear into your opponents and which shows such brutish strength it needs no explanation. Gain Critical Eye feature.

 

Steel Skin

Your skin hardens with your own blood, you gain resistance to bludgeoning, piercing, and slashing damage permanently. The totem of the Lion hardens your spirit.

Hardened Core

Your body feels the toughness of the lion. Every level of Barbarian you take afterwards you gain an extra 2 hp on top of the hp level up.

Extreme Rage

Your mind deteriorates into a feral beast. You have no value to your body's livelihood, only for the death of your foes. When you rage you can make an extra melee attack as a part of your action, and every turn you hold your rage you take 1 damage per level you have. You cannot die this way if you would have you instead go to 1 hp.

Bloodied Revenge

Your strength comes from blood and you now take the power of blood, be it your own or someone else's, to strengthen your core. When you take damage you can use your reaction to make a melee attack action against the attacker. If this kills the attacker and draws blood you can make another melee attack action against another foe within you attack range. If this kills the foe and draws blood you may continue this chain. If there is no more foes or the foe does not die the chain ends.

Critical Eye

Your ability to perceive improves and you are able to perceive when and where you should attack your enemy. Perception checks made against a creature gains advantage. You may spend your action observing the opponents waiting for an opportune time to strike. Until the end of your next turn the minimum needed to get a critical hit on any melee attack is reduced by three.

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