Base Class: Barbarian
You draw power from a powerful object entity in order to enhance your abilities. This could be from something such as a creature, deity, or some magical artifact. Whatever the case, you use it to empower your rage and gain the upper hand against your opponents.
Channeled Rage
When you pick this subclass at 3rd level, pick one of these damage types: fire, cold, lightning, radiant, or necrotic. This will be the damage type associated with your abilities from this class.
When you start a rage, you can choose to enter a Channeled Rage, causing one of your limbs to turn into a deadly weapon. You can make one unarmed attack with an empty hand as a bonus action on each of your turns until the end of your rage. This attack deals 1d6 damage of the chosen type in addition to your normal unarmed attack damage, and it counts as magical for the purposes of overcoming resistances. The damage of these unarmed attacks increases to 2d6 at level 9, and 3d6 at level 17.
When this rage ends, you can release a wave of energy all around you. Each creature within 10 feet of you must make a Strength saving throw, the DC is 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 2d6 damage of the chosen type, and are knocked prone. On a successful save they take half of the damage and are not knocked prone.
Once you use this ability, you cannot use it again until you finish a long rest. At 10th level of this class you gain an additional use of this feature.
Cold
Your Path of the Conduit abilities deal cold damage.
Fire
Your Path of the Conduit abilities deal fire damage.
Lightning
Your Path of the Conduit abilities deal lightning damage.
Necrotic
Your Path of the Conduit abilities deal necrotic damage.
Radiant
Your Path of the Conduit abilities deal radiant damage.
Greater Connection
Your connection to this entity has enhanced your supernatural capabilities. At 6th level of this class you gain an additional bonus based on your chosen damage type. You also gain resistance to your chosen damage type while using your Channeled Rage feature.
Cold
While using your Channeled Rage feature, once per turn after you hit a creature with a melee weapon attack you can have them make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. On a failed save until the end of your next turn, that creature is under the effects of the slow spell. On a successful save that creature is immune to the effects of this ability for the next 24 hours.
Fire
While raging, you cannot be restrained, and while using your Channeled Rage feature if you are grappling a creature or being grappled, that creature takes 1d6 fire damage immediately and at the start of each of their turns that they continue to grapple you or are being grappled by you.
Lightning
While raging you are not affected by difficult terrain, and your movement speed is increased by 10ft. Additionally while using your Channeled Rage feature, you cannot be paralyzed and your melee weapon attacks have the reach property.
Necrotic
Your maximum hit points cannot be reduced. Whenever you reduce a creature to 0 hit points while using your Channeled Rage feature, you gain temporary hit points equal to half your barbarian level (rounded down) + your Constitution modifier (minimum of 1).
Radiant
You cannot be frightened while raging. Additionally while using your Channeled Rage feature you gain a flying speed equal to half your movement speed and cannot be knocked prone against your will. If any of your rages end while you are not touching ground, you gain the effects of Feather Fall for the spells duration.
Discharge
Your body has become more accustomed to the flow of energy passing through it, allowing it to empower your weapon swings with each strike.
When you reach 10th level in this class, add an additional 1d6 damage of your chosen damage type for this subclass to the damage of each melee weapon attack you make.
You also gain an additional use of your Channeled Rage feature.
Energy Feedback
Your control over your inner power has grown to it's maximum potential, you have learned to redirect the energy absorbed from an attack back to its source.
When you reach 14th level in this class, whenever an enemy within 10 feet of you deals bludgeoning, piercing, or slashing damage to you while you are raging, you can use your reaction to deal that much damage back to your attacker. The damage type dealt is the chosen type from this subclass. You can do this a number of times per day equal to your Constitution modifier (minimum of 1).
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