Barbarian
Base Class: Barbarian

Barbarians are known for their ferocity and for their hardiness. The Path of the Resilient is a path that embodies the epitome of survival and staying power. Your stamina allow you to push yourself to new extremes in and out of battle.

Stamina Points

Starting at 3rd level, you gain a number of Stamina points equal to your Constitution modifier + your barbarian level. While raging, you can use these points to fuel certain abilities. You regain all stamina points when you finish a short or long rest.

Evasive Roll. You can spend 1 Stamina point as a bonus action to gain the effects of the Dash and Disengage actions until the end of your turn.

Heavy Attack. Once per turn when you hit with a weapon attack, you can spend 1 Stamina point to deal one additional weapon die of damage with the attack.

Brawl. You can spend 1 Stamina point as a bonus action on your turn to attempt a grapple or use the 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, you add your Constitution modifier to the roll twice, instead of once, when determining how many hit points you recover.

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

Wilderness Resilience

Starting at 6th level, you are especially well-adapted to surviving in even the harshest environments. You have advantage on Constitution saving throws against the effects of extreme heat and extreme cold.

Additionally, you gain a swimming speed and a climbing speed equal to your walking speed.

Hardy Endurance

At 10th level, your body has become even more resilient. You gain resistance to poison damage and immunity to the poisoned condition. You also gain immunity to disease.

Additionally, you have advantage on Constitution saving throws to avoid exhaustion.

Improved Stamina Points

At 14th level, you gain additional options when using your Stamina points.

Steel Fortitude. When you fail a saving throw, you can use your reaction and spend 2 Stamina 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 Stamina points to make an additional 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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