Barbarian
Base Class: Barbarian

Some barbarians rage in anticipation of honorable fights, to express their bloodlust, or perhaps simply because the madness of their minds drives them to do so. Those who follow the path of the Noble Soul find their rage fueled by the injustices and violence inflicted on those around them, their fury empowering them with their feelings of kinship, justice, and love to new heights of inner virtue. Such is the power of the Noble Soul.

Heart-Felt Defense

While you're benefiting from the effects of Unarmored Defense you can add your Charisma modifier (minimum of +1, maximum of +3) to your total AC. Your Rage cannot be ended early due to being unable to attack a target or take damage since the end of your last turn so long as a non-hostile creature you can see or hear within 60 feet of you has been targeted by an attack or taken (non self-inflicted) damage since the end of your last turn.

Additionally you learn one of the following Fighting Styles with the accompanying alterations:

  • Protection: When a creature you can see attacks a target other than you, and you are within 5 feet of the attacker or target, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Interception: When a creature you can see hits a target, other than you, and you are within 5 feet of the attacker or target, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

When you use your reaction for one of the above Fighting Styles your next attack against the source of the triggering attack gets a +2 bonus to the damage roll.

Boon of the Noble Beast

You gain the ability to cast Find Familiar with no material components once per long rest. The Familiar summoned with this class feature can take the form of any Beast listed in the spell's description or any other Familiar form approved by your Dungeon Master.

The Familiar functions as per the spell description with the following additions:

  • The Familiar can speak and understand all languages you know. It can read and write in these languages as well if it has access to the appropriate tools.
  • The Familiar gains a bonus to it's AC equal to the bonus you gained from the Heart-Felt Defense feature.
  • As an action the Familiar can call out magically empowering words of encouragement. When this action is taken, choose one of the following effects:
    • Immediately end an effect of Frightened or Charmed on yourself.
    • Grants 1d6 + your Charisma modifier (minimum of 1) in temporary hitpoints to yourself or an allied creature you protected with your Heart-Felt Defense feature. Hitpoints gained in this manner disappear after 30 minutes or when the current combat ends, whichever occurs first.
    • You may move up to half your Speed as a Reaction.

The Familiar can provide such encouragement a number of times equal to your Proficiency Bonus (PB) and regains all expended uses on a short or long rest. You (or the allied creature if they are gaining the temporary hitpoints) must be able to see or hear the Familiar to receive the benefits.

Passionate Strikes

Drawing on feelings of justice, love, and companionship you can project these passions outwards as a weaponized force. You gain a new attack option that you can use with the Attack action. This attack is considered a simple, spell-like natural weapon with a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. It does 1d10 force damage, but if your are Raging you may add the bonus Rage damage to the total as well. You may use this attack a number of times equal to your Charisma modifier (minimum of 1), but you may regain an expended use of the attack every time you use your Reaction for the Heart-Felt Defense feature. You also regain all expended uses of Passionate Strikes upon completing a short or long rest.

Additionally damaging spells that target allies (that were cast by hostile creatures) can now also trigger the Reaction of a fighting style granted by Heart-Felt Defense.

Unbreakable Bonds

The same passions that you use to protect others can also now be turned to aiding them in other ways. By spending at least an hour with another Humanoid engaged in socializing, deep conversation, or otherwise shared downtime activities (which can be done as part of a short or long rest) you can designate them as one of your True Companions. This has the following effects:

  • When you use the fighting style granted by Heart-Felt Defense in their aid the attack roll or damage received by them is additionally reduced by your Charisma modifier (minimum of 1).
  • They may add your Charisma modifier (minimum of +1) to any Saving Throws they make (including Death Saving Throws) while you are within 20 feet and conscious.
  • In Combat you can take the Help action for a True Companion (or the Companion for you) as a Bonus Action. Out of Combat when you take the Help action to aid a True Companion they can add your Charisma modifier (minimum of +1) to their ability check.

You may have a number of True Companions equal to your PB. If you try to make an additional True Companion after you've hit your maximum amount you must remove your bond with one of your existing Companions. If you want to re-designate someone as a True Companion you must spend at least 6 hours bonding with the once and future True Companion to rekindle the intensity of emotion.

Noble's Finishing Blow

You gain the ability to merge all the force of your heart-felt passions into a singular strike. As an bonus action in Combat you may further empower your Passionate Strike attack, adding cumulatively +1 to the attack roll or damage roll for each use of your Heart-Felt Defense since you last rolled initiative, the bonus doubled to +2 for each use  of Heart-Felt Defense made for one of your True Companions. If the target of this empowered attack reduced a friendly creature to 0 or negative hitpoints during this Combat your Critical Hit range increases to 18, 19, or 20.

If you are Raging while making this empowered attack you must make a Constitution Saving Throw (DC 15) or immediately drop Rage and be unable to Rage again until you take a Short or Long Rest. If you aren't Raging when you make this attack you gain a level of Exhaustion instead.

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