Barbarian
Base Class: Barbarian

Not all barbarians fight as a means to live; there are many who fight as a means to feel alive. These barbarians crave the thrill of battle, but even more so they seek to be seen by the eyes of many as the mightiest of warriors. These barbarians tend to forgo their clans and tribes in search of stronger foes to fight, some end up becoming hired gladiators or mercenaries, while there are some who even seek crime in order to bring forth honorable champions that may not challenge them otherwise, but are worthy enough to go to such lengths. Many others seek the path of an adventurer, though what ever their reasons, they all share a common factor; they seek glory through combat. 

For Glory

3rd-level Path of Glory feature

The path to glory can only be achieved if there are others to witness your might. You gain proficiency with the Performance and Persuasion skills. Additionally, you learn to exert your might in the form of special dice called glory dice. 

Glory Dice. You have three glory dice, which are d6s. A glory die is expended when you use it. You regain all of your expended glory dice when you finish a short or long rest. Some Glory Dice effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Constitution modifier.

You gain additional glory dice at 6th, 10th and 16th level. At 8th level your glory dice turn into d8s. At 14th level, they turn into d10s. At 18th level, they turn into d12s. 

Eyes on Me

3rd-level Path of Glory feature

When you enter a rage, you can goad other creatures to attack you instead. You can expend one glory die when enter a rage and target a number of creatures you can see equal to the result. The creatures you choose must make a Wisdom saving throw against your Glory Dice DC, creatures that fail the saving throw have disadvantage on attacks that target another creature other than you as long as they are within 30 feet of you. 

Pride of the Mighty

6th-level Path of Glory feature

When a creature that you can see would make a melee attack within 5-feet of you with advantage, you may use your reaction to roll a glory die and subtract the result from the attack. Additionally, when you have disadvantage on an attack against a creature that you can see, you can expend a glory dice and add the result to your attack roll for that attack. You can choose either of these effects when they would trigger, but you must choose to do so before the roll.

Blood and Glory

10th-level Path of Glory feature

Where others would flee, being on the brink of death only fuels your desire to win. While you are raging, if you start your turn with less than half of your maximum hit points, attacks you make that turn are made with advantage. If instead you would start your turn with 10 hit points or fewer, the first successful attack you make counts as a critical hit on that turn.

Triumphant Might

14th-level Path of Glory feature

You've reached the pinnacle of prowess to the path of glory to a point that when you sunder your foes, you can hear the cheers and applause of your ancestors call. When you critically strike a creature, you can expend two of your glory dice and add the result to the damage of the attack roll. 

Additionally, when you critically strike a foe, 1d20 gold pieces are magically created and tossed within a 5-foot space of the creature that was hit. If you roll a 20 when rolling for gold, roll again. 

Previous Versions

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