Base Class: Barbarian
Whether possessed with a dangerous wanderlust, or trying to surpass a rival, Barbarians following the Path of Adventure will follow that path to exciting and terrifying places. They will surpass their own limits at any cost, and set an example that makes the common person stand in awe. A hero isn’t always bright, or even particularly charming, but they persevere in the face of all odds, and never, ever give up the fight.
Thirst for Adventure
You gain proficiency in your choice of Survival, Perception, Persuasion, or Performance.
While you’re raging, you can detect the presence of hostile creatures within 30 feet of you.
Perception
You gain proficiency in Perception
Performance
You gain proficiency in Performance
Persuasion
You Gain proficiency with persuasion
Survival
You gain proficiency in Survival
Heroic Instinct
As a bonus action, you can detect the presence of creatures within 30 feet of you. They no longer benefit from cover, invisibility, or being obscured against you until the end of your next turn.
You may use this feature a number of times equal to your proficiency bonus.
Situational Awareness
When outdoors, you gain a 10ft bonus to your speed, and have advantage on perception and survival checks.
When indoors you have resistance to damage from traps and environmental hazards, and have advantage on investigation and stealth checks.
Indoors
When indoors you have resistance to damage from traps and environmental hazards, and have advantage on investigation and stealth checks.
Outdoors
You gain a 10 foot bonus to your speed, and have advantage on perception and survival checks.
Living Legend
When you rage, you may make a performance/persuasion/intimidation check, contested by a wisdom save (DC Proficiency + 8 + CON) by creatures of your choice within 30 feet equal to your proficiency bonus. You may choose one of 3 Effects:
Intimidation: The Creatures are frightened and subtract a d4 from their damage for 1 minute
Performance: The creatures are immune to fear for 1 minute, if they are already frightened, they are no longer frightened.
Persuasion: The creatures deal an extra 1d6 damage with their attacks for 1 minute.
Go Beyond
You are immune to being frightened. While raging, you gain another 10 foot bonus to your speed, double your jumping distance, and when you take the attack action, you may use a bonus action to hit up to three targets within 5 feet of the first target (including the same target.).
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