Barbarian
Base Class: Barbarian

As in all civilizations, stories of life’s origin are
intertwined with the path of mythical beings consorting
among them out of grand purpose or boredom. These
stories, told since the first sunrise, act as guiding
parables when a tribe or people faces a crucial juncture
in their fate. They tell of times of great peril, when a
powerful individual emerges from their number, led by a
forbear’s spirit, to lead them to their destiny—for good or
ill. The circumstances surrounding the event could be as
simple as the death of a clan’s chieftain, as great as the
threat of slavery, or even extinction.
With most tribes, the elders are aware of a spirit’s affinity
to their people but other times they are just as surprised
by the mark themselves. When the gift manifests itself it
is easily recognized often celebrated. There are instances,
however, when it is perceived as an omen.
In battle, your ancestor’s spirit courses through you,
imbuing your frenzy with the supernatural fury of the
spirit, be they celestial, demonic, draconic, or even
aberrant in nature.

Ancestral origins

At 3rd level, when you choose this path, you choose
the origin of your ancestor, either celestial, demonic,
draconic, or aberrant.
Choose one ancestor type from the Ancestral Origins
Table. The chosen ancestor associated with your origin is
used by features you gain later.
You can speak, read, and write the language of your
ancestor and can weave their curses and oaths into your
battle-cries. Additionally, whenever you make a Charisma
check when interacting with a creature of your ancestors’
type, your proficiency bonus is doubled if it applies to the
check.

Mythic Manifestation

As ancient magic flows through you, physical traits of
your lineage emerge. Starting at 3rd level, whenever you
cast a spell, you regain hit points equal to three times
spell slot’s level.

Supernatural fury

At 3rd level, you can focus on the magic in your blood,
allowing you to concentrate your rage into the ancient
magic of your bloodline and enter a Supernatural Fury.
You gain the ability to cast and concentrate on spells,
even while raging, at the expense of your physical
resistances.
When you enter your Supernatural Fury and you aren’t
wearing heavy armor, the following benefits replace the
benefits of the Rage feature:

• You gain a bonus to your AC equal to
your Strength modifier (minimum of +1).
• You have advantage on Constitution
checks and saving throws made to maintain
concentration on a spell.
• You have resistance to magical damage
and are immune to the damage type you
chose from your Ancestral Origin.
Your Supernatural Fury lasts for 1 minute.
It ends early if you're knocked unconscious
or if your turn ends and you haven’t attacked
a hostile creature, cast a spell, or taken
damage since your last turn. You can end
your Supernatural Fury on your turn as a
bonus action.

Ancestry points/metamagic

At 6th level, you have 4 ancestry points, and
you gain more as you reach higher levels, as
shown in the Ancestry Points column of the
Bloodline Spellcasting table. You regain all
spent ancestry points when you finish a long
rest.

As represented by ancestry points, you're
able to create a variety of magical effects.
You gain the ability to twist your spells to
suit your needs. You gain two of the metamagic options of
your choice from the sorcerer’s list of available options.
You gain another one at 10th and 17th level.
You can use only one metamagic option when you cast
a spell, unless otherwise noted.

Transcendent Legacy

At 6th level, when you enter your rage, you can spend 1
ancestry point to imbue your weapons with the damage
type you chose from your Ancestral Origin. For 1 hour,
your weapon attacks deal magical damage of that type
instead of bludgeoning, piercing, or slashing damage.
At 14th level, weapon attacks with this feature ignore
resistance, but not immunity, to the damage type of your
Ancestral Origin.

Ancestral Guidance

Beginning at 10th level, when you use your action to cast
a cantrip, you can make one weapon attack as a bonus
action. If the cantrip dealt damage, you make this attack
with advantage.

Immortal Birthright

Beginning at 14th level, you gain the ability to sprout
a pair of wings from your back, gaining a flying speed
equal to your current speed. The wings, either feathered,
dragon-scaled, leathery, or nightmarish, take the form
your ancestor. You can create these wings as a bonus
action on your turn. They last until you dismiss them
as a bonus action on your turn. You can’t manifest
your wings while wearing armor unless the armor is
made to accommodate them, and clothing not made to
accommodate your wings might be destroyed when you
manifest them.
Additionally, you have advantage on saving throws
against spells and other magical effects.

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