Barbarian
Base Class: Barbarian

You have learned to master your rage and harness it for more than just combat. Your anger transcends yourself and allows you to tap into forces normally beyond reach and traditional understanding. This allows you to use your anger as a tool, one that can perform great feats of violence, devastating attacks, and even bring you back from the brink of death.

Fury, Wrath, and Valor

Starting when you choose this path at 3rd level, you can choose how you harness your rage:

Fury

When you enter your rage, your anger empowers your strikes. When you hit with a weapon attack, your attacks do an additional 1d4 damage (d6 at level 6, d8 at level 10, d10 at level 14) of the same type as your weapon.

Wrath

You filter your rage into a single devastating strike, as if channeling the very “spirit” of the weapon into your attack. When you trigger this rage option, you roll to hit with your currently equipped weapon. On a hit, the attack automatically critically hits. This attack uses your entire action and can only be used once per rage.

Valor

You focus your anger enough to press on through grievous injury. You do not yet understand why or how but you are somehow able to channel your rage into pure healing energy. When you trigger this rage option, you gain 1d6 temporary HP (d8 at level 6, d10 at level 10, d12 at level 14). You can use a bonus action on each of your turns during this rage to gain temp HP this way.

Primordial Rage

You are able to understand your rage on a metaphysical level, tapping into the very essence that makes up your being and using it to fuel yourself in combat. 

Beginning at 6th level, your weapons count as magical while raging for the purpose of overcoming resistances to non-magical attacks. This includes damage dealt by your Fury and Wrath rage options. 

(Fury increases to 1d6, Valor increases to 1d8)

Berserk Awakening

At 10th level,  Your increased understanding of your rage allows you to harness it in new ways. You gain the following abilities for each of your rage options:

Fury: You are able to call further upon forces of the universe that transcend your very being. You draw from primordial elements at the foundation of the universe for the additional damage from your Fury. Choose from the following elements:

Fire, Cold, Radiant, or Necrotic

You can use a bonus action to swap the damage type to one of the other elements, or back to the damage type dealt by your weapon. This damage is separate from Rage damage gained from the base Barbarian class. 

Additionally, you gain resistance to one element on this list, which you choose when you enter your rage. You can change this resistance in the same bonus action as you change the damage type.

Wrath: When you use this Rage option it only expends one of your attacks instead of the whole action, and no longer expends a rage slot if the attack misses; in addition to your critical hit, your weapon damage is automatically maxed. 

Valor: Your ability to push past physical harm is amplified by your newfound understanding of the universe. You add your proficiency bonus to the temporary HP gained from this feature.

(Fury increases to 1d8, Valor increases to 1d10)

I'm Always Angry

Also at 10th level, your rage oozes from your physical being, but your mercy prevails over your wrath. If you are not wearing armor, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Furious Influence

You are able to use your understanding of the primordial elements to bend aspects of the world to your will. Starting at 14th level, you gain the following benefits:

Fury: Your weapons gain 5ft of reach as you are able to carve through space to a limited degree. You also gain access to the following elemental damage in addition to any you already know: acid, thunder, lightning, and poison. You also gain two resistances from this feature, rather than one.

Wrath: Your Rage fuels your bloodlust. If you kill an enemy with your Wrath damage, you regain an action to use on that turn.

Valor: You have learned to transcend your healing ability beyond yourself. When you use Valor, all creatures of your choice within 15 feet of you gain the same temporary HP you do. 

(Fury increases to 1d10, Valor increases to 1d12)

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