Base Class: Barbarian
"There is no room in the ring for overbearing pride, closing your mind to the prospect of failure will only ensure your defeat!"
- The Turtle Hermit
The path to power is not one taken lightly. It is an endless chase with no ending. No one man can truly achieve perfection. The elves with their ever stretching life spans attempted to use the arcane arts to achieve this, leading to the creation of the schools used by many wizards, but this still brought them no closer. There are races who believe themselves higher than others, and where has it lead them? Even a god will reveal to you that they have yet to achieve perfection. Yes. The path to power is a race with no finish line. A maze with no exit. The only way to find fulfilment is to stop measuring how far you have left, and start proving how far you've come. To overcome adversity and surpass your limits.
This is the Path To Power
Monastic Training
Starting when you choose this path at 3rd level, while unarmored, you can use your bonus action to make an additional unarmed, improvised, or simple weapon attack. Your unarmed damage die is a D4, becoming a d6 at level 6, d8 at 10, and d12 at 14 respectively.
Radiant Soul
At 3rd level, your soul has become brighter than any darkness can snuff out. When you rage you shed bright light off of you for 10 feet, and dim light for 20. You benefit from blind fighting against any enemies within 10 feet of you. While this feature is active, attacking enemies within 10 feet of you causes them to take an additional 1d6 Radiant damage. The damage for this feature increases to 1d8 at 6, 1d10 at 10, and 1d12 at 14 respectively.
Counter aggression
Starting at 6th level, when an enemy makes a melee attack against you and misses, you can use a reaction make an attack of opportunity against them. If this hits, the enemy must pass a constitution saving throw {8+PB+STR) or become stunned until the end of their next turn.
You may use this a number of times per day equal to your dexterity modifier.
Soul Wave
At 10th level, you learn to channel your power into one powerful blast of energy. This attack is a 5 foot line with 120 feet of range that deals 8d6 radiant damage. When you use this feature, all living creatures who can see or hear you may use their reaction to lend you a portion of their energy, granting an additional 1d6 radiant damage. All enemies must make a dexterity saving throw, taking half damage on a successful save. (Save DC is 8+PB+CON)
You may use this feature a number of times equal to half your con modifier rounded down.
Instant Pounce
Beginning at 14th level, your ability to control the battlefield with your team greatly increases. When you use the instinctive pounce feature, you may select a number of willing creatures equal to your strength modifier, granting each the ability to use their reaction to teleport to a location they can see. The distance for this is decided by your current total distance you can travel on this turn. This does not provoke attack of opportunity. Anyone who teleports within 5 feet of you, is granted the ability to make a single melee attack with advantage during your turn.
Previous Versions
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6/16/2024 8:54:55 AM
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