Base Class: Barbarian
When a warrior is chosen to be the Avatar of a god, they are granted an artifact by that god. These artifacts can come in many shapes or sizes, depending on your god, and hold a small piece of that god inside them. These artifacts fuel their rage and further their power. However, what sets these Barbarian's apart from those who follow the path of the zealot, is while the Zealot pursues their god with a fierce and ever burning passion, the Avatar is chosen by the god, as one of their representatives in the mortal world. And as such, many Avatar's can be expected to be more cunning and tactical then your normal barbarian, as how they act is a direct reflection of their god.
Avatar’s Artifact
Starting when you choose this path at 3rd level you can choose what form of combat the Avatar's Artifact will aid you in. When you select one of the options the Artifact will meld with whatever option you choose, empowering it.
You can choose a single benefit every time you rage. These options have additional effects at the 10th level.
Unarmed Combat: you gain natural weapons that count as unarmed strikes. When you take the attack action on your turn while in this form, and are not weilding a weapon in either hand, you can make an additional attack with that action. These natural weapons can take any form of bludgeoning, slashing or piercing damage (Chosen when you rage), and deal 1d6 damage of the damage chosen. This damage die cannot be changed by spells, items or classfeatures, and is affected by the strength modifier as normal.
One-handed Combat. While wielding a single melee weapon that does not have the two handed or heavy property you gain the following benefits: You gain an additional 10 feet to your movement speed and you gain a +1 bonus to your armor class. You can use a shield and still gain this benefit.
Great Weapon Combat, on the third consecutive hit while using a weapon with the heavy property, your rage bonus damage is doubled, and on your 6th consecutive hit it becomes 3x the base value. This counter resets if you miss an attack or do not make a great weapon attack on your turn, or if your rage ends. The bonus continues until the counter resets.
Avatar’s Knowledge
Starting at the 6th level, you draw on the knowledge held within the Artifact you wield. As a reaction, when you make an ability check or saving throw that you are not proficient in, you are able to channel some of the gods power and add your proficiency bonus to the roll as if you are proficient in them. You can do this a number of times equal to your proficiency bonus per long rest.
Avatar’s Strikes
While wielding a great weapon you can use an action to make a sweeping strikes attack. You can make an attack against all creatures within 5 feet of you. Make a melee attack roll for each creature within 5 feet of you, and apply damage per normal for each hit. If an attack misses then your attack ends as you lose momentum to keep swinging. Using this ability once does not change your consecutive strikes counter, however using it multiple turns in a row will reset that counter.
Avatar’s Form
At level 14 you gain the ability to fully transform into the Avatar of your god. When you rage you transform into the avatar of your god and gain the following benefits: You gain resistance to Radiant or Necrotic damage, the type selected when you gain this feature. In addition you gain Temporary hit points equal to double your barbarian level. While you have these Temporary hit points, you gain a bonus to your damage rolls of 3. This bonus increases to 4 at the 16th level in this class. In addition you lose the temporary hit points when your rage ends, and you do not gain these hit points if you begin a rage on the same turn that it ends.
Previous Versions
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8/23/2023 1:21:00 PM
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8/24/2023 12:07:48 PM
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9/11/2023 2:17:03 PM
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