Base Class: Barbarian
The barbarians of the Path of War and Peace are able to utilize both immense damage and healing magic, with a side of fire and lightning. They follow the god of war and medicine, Sekhmet, and the most powerful are able to call upon their help at the direst of situations. This grants them a high rank within villages and towns, and sometimes city's if they are needed, being a wildcard of sorts.
Holy Messenger
Beginning at 3rd level, your devotion to Sekhmet has allowed you to be ever closer to becoming their follower in body and spirit. During your rage, you gain the head of a lioness in place of your own, as well as getting 20 feet of flying speed, 10 extra feet of movement speed, +2 to hit and to damage on strength-based attacks, and immunity to poison, being poisoned, and being diseased, and all of these effects are cured upon entering rage.
Sekhmet's gift
Beginning at 6th level, Sekhmet gives you the power of medicine in your veins. The Spare the Dying cantrip may be cast as a free action, once per turn. In addition, it deals half your levels in barbarian to undead instead.
Life-Blood Radiance
Starting when you choose this path at 10th level, the spirit of Sekhmet radiates around your body in dire situations. While raging, you may emit a holy radiance that heals all party members by your levels in barbarian and deal that much damage to your enemies at the beginning of your turn. You also get proficiency in medicine and religion.
Sekhmet's final cry
Starting at 14th level, the rage of Sekhmet is one and the same with your own, and when your entire party is below 1 health, you may call upon Sekhmet and heal the entire living part of the party to 10% health and give them the effects of your rage, with or without heavy armor, but not life-blood radiance. The dead party members get restored to 1 health, and do not gain the effects of rage. This ability may be used once per long rest. You become the embodiment of Sekhmet for 1 hour on activation, growing taller and stronger, with the head of a lioness, immunity to radiant damage, a 26 in strength, an extra bonus action and reaction round, and a glowing orb of radiant light over your head, healing all allies by 3d12 per 10 minutes in a 30 foot radius and dealing 2d8 radiant damage to your enemies at the beginning of your turn in a 20 foot radius.
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Posted Apr 3, 2024please comment sugestions, im still new to homebrew and dont know how to make a good, balanced anything