Base Class: Barbarian
For some barbarians, rage is a means to an end, but others, rage is a means to incredible strength and durability. The Path of the Etheria is a path of powerful fury, fueled by an energy unusable by most.. As you enter the Etheria’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Limit Break
Starting when you choose this path at 3rd level, you can go into a Limit Break when you rage. If you do so, for the duration of your rage you deal an extra 2d4 Radiant damage with all your attacks. At 6th level, this damage improves to 3d4 Radiant damage. At 10th level, this damage improves to 2d8 Radiant damage. At 14th level, this damage improves to 3d10 Radiant damage. When your rage ends, you become blinded until you take a short or long rest, and gain 1 level of exhaustion.
Unbridled Energy
Beginning at 6th level, enemies that attempt to attack you while raging, regardless of the result, must make a Constitution saving throw, the DC of which equals your Constitution Score, taking 3d6 Radiant damage on a failed save, or half as much on a successful one. This damage improves to 4d6 Radiant damage at level 10, and 5d6 + 6 Radiant damage at level 14.
Blinding Presence
Beginning at 10th level, you can use your action to blind someone with your shining presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be blinded of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the blinded creature until the end of your next turn. This effect ends if the creature ends its turn within darkness, or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature, dealing an additional 1d8 Radiant Damage in addition to normal damage.
Limit Break
Starting when you choose this path at 3rd level, you can go into a Limit Break when you rage. If you do so, for the duration of your rage you deal an extra 2d4 Radiant damage with all your attacks. At 6th level, this damage improves to 3d4 Radiant damage. At 10th level, this damage improves to 2d8 Radiant damage. At 14th level, this damage improves to 3d10 Radiant damage. When your rage ends, you become blinded until you take a short or long rest, and gain 1 level of exhaustion.
Unbridled Energy
Beginning at 6th level, enemies that attempt to attack you while raging, regardless of the result, must make a Constitution saving throw, the DC of which equals your Constitution Score, taking 3d6 Radiant damage on a failed save, or half as much on a successful one. This damage improves to 4d6 Radiant damage at level 10, and 5d6 + 6 Radiant damage at level 14.
Blinding Presence
Beginning at 10th level, you can use your action to blind someone with your shining presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be blinded of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the blinded creature until the end of your next turn. This effect ends if the creature ends its turn within darkness, or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature, dealing an additional 1d8 Radiant Damage in addition to normal damage.
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