Base Class: Barbarian
All Barbarians are renowned for their unyielding resilience but there are those that for some reason or another have achieved a body of particular Durability. They have surpassed mortal limits of Vitality and endurance allowing them survive even the most dire situations.
Endure
Starting when you choose this path at 3rd level, you gain a boost to your endurance while you rage. When you do so at the start of your turn heal a number of HP equal to your level
Invigorating Shout
Starting when you choose this path at 3rd level, as an action you can shout to invigorate a number of allies within 30ft of you equal to your proficiency bonus. When you do so invigorated allies heal HP equal to you proficiency bonus and you yourself heal HP equal to twice your proficiency bonus. You can use this ability once before needing to take a long rest to regain a use of this ability.
Elemental Assimilation
Beginning at 6th level, when you are hit with an attack or spell that deals fire, lightning, cold, poison or acid damage you can use your reaction to assimilate this specific element into your body for the next minute. While this element is assimilated you gain resistance to it and when attacking you deal an extra 1d6 worth of damage of the assimilated element. The assimilation ends if you fall unconscious or use a bonus action to end the assimilation.
Blood Bond
Beginning at 10th level, once per long rest you can use your bonus action to initiate a blood bond with an individual within 30ft of you. When you initiate a blood bond you choose one of 2 effects:
When the target of your blood bond takes damage the damage is divided between you and the target equally.
Alternatively when you take damage the target takes damage equal to half the damage you took.
The blood bond ends after a minute or when when you or the target falls unconscious.
Legendary Resilience
Starting at 14th level, once per long rest rest after failing a saving throw you can choose to automatically succeed instead.
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