Base Class: Barbarian
A religious path, in its own right, which stems from thousands of years ago. This road forms from an ancient religion that has no name and few followers, but its followers are prideful people indeed. Following a God whose main focus is on community and love, this Barbarian uses the safety of others as a way to better themselves.
Together We Stand
Do not separate yourself from the community, Do not trust in yourself until the day of your death, Do not judge your fellow man until you have reached his place. — Hillel, Pirkei Avot 2:4
You are only as strong as your weakest link, and there shall be none weaker than you if you empower those less fortunate... You must protect those who love you at all costs, regardless of self-interest.
Upon taking this path, you can use your BA or reaction to move 20 feet toward an ally (Enemies have disadvantage on opportunity attacks). After doing so, the closest enemy to your ally has to make a CON saving throw. If the target fails the saving throw, they have disadvantage on their next attack. If they succeed, nothing happens.
Consolation of Community
Anyone who is distressed together with the community will merit seeing the consolation of the community. — Taanit 11a:8
Additionally, starting at 3rd level whenever you are within 5 feet of an ally, you and that ally have +1 to your respective AC. This can only be attributed to one ally at a time, and can only be broken if the distance between you and your ally exceeds 5 feet.
Nourishment & Vitality
Our community is thick. We eat meals together, visit each other in sickness, sit together in sorrow, and laugh together in joy. — Rabbi Joshua Ladon
Your roots are grounded in the tradition of hardy meals! During a long rest, if you cook for the party, everyone who ate the meal receives these benefits following the rest:
- Gain 15 temporary hit points
- Immunity to the diseased condition
- An extra hit dice to heal when taking a short rest
- An extra 5 feet of speed (excluding swimming speed)
These effects wear off at the next long rest, if you/your ally is downed, or if you/your ally gains the poisoned condition.
Divided They Fall
The feeling of isolation is very destructive. It has the power to crush man’s body and spirit, silence his spiritual powers, and stop up the wellsprings of his inner creativity. — Joseph B. Soloveitchik
You know how to exploit the weakness of selfish people. Once per turn when you hit with an attack, if the enemy is not within 10 feet of their allies, you can choose to add an extra 2d6 psychic damage. Additionally, the target must succeed a WIS saving throw. On a failure, the target is knocked prone.
Generations Upon Generations
“If I am not for myself, who will be for me? If I am only for myself, what am I? And if not now, when?” - The Talmud
Community isn't just the people around you, it's everyone with the same morals and ideals. This goes back generations upon generations...
Starting at 14th level, whenever you enter rage the following things happen:
- Cast Mirror Image on yourself
- Whenever a mirrored image of yourself is hit, the attacker takes 7d6 psychic damage and is pushed back 10 feet
- When all mirrored images of yourself fade, gain temporary hit points equal to the amount of psychic damage they did in total
- You are immune to the frightened condition when raging
These effects wear off whenever you exit rage or go down...
Previous Versions
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6/19/2022 2:25:30 AM
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