Base Class: Barbarian
Some barbarians come from cultures and lands that uphold the importance of family. These tribes teach that nothing is more important than protecting the members of the pack, and as such these barbarians build themselves up as mighty protectors and fierce warriors. When a barbarian who follows this path rages, their allies feel emboldened by the strength of the barbarian's bond.
Barbarians who draw on the strength of their bonds can better fight to protect their tribes, families, or adventuring party. A barbarian raised in this culture will oftentimes have tattoos or decorated furs to remind them of home.
Unwavering Bond
Starting at when you choose this path at 3rd level, your allies feel empowered and emboldened when you enter your rage. While you're raging, you can choose a creature you hit with an attack on your turn to become marked. Until the start of your next turn that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature shares your resistances for that attack. The effect on the target ends early if your rage ends or you go unconscious.
Pack's Embrace
Beginning at 6th level, the bond that drives you can provide physical protection to those in your pack. If you are raging and receive damage, you can use a reaction to distribute that number as temporary hitpoints amongst your allies.
Alternatively, you can save up taken damage points and use a reaction to distribute that number as damage to a target of your choice within melee range.
Familial Rest
At 10th level, you gain the ability to manifest your bond to aid your allies. When you do so, you cast the spell Leomund's Tiny Hut spell, without using a spell slot or material components.
At 14th level, this ability improves and you gain the ability to cast the spell Heroe's Feast or Leomund's Tiny hut.
After you cast either spell, you can't use this feature again until you finish a long rest.
Radiating Devotion
At 14th level, your bond with the pack is so powerful that it radiates through you and into your allies. When you rage, you can use another use of your rage as a bonus action to emit a healing pulse in a 15-foot radius around you that heals yourself and your allies for 2d6+(your level in barbarian) hit points. During this effect, a maximum of 1 affected ally of your choice also shares your resistance. This effect ends if you stop raging or go unconscious.
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