Base Class: Barbarian
Having somehow come into contact with one of the chaotic planes you feel yourself bing pulled apart from all the diffrent choices that you can make. But when you enter your rage, somthing in you snaps, and you now have controll over multiples of you, free to explore all the options of violence your heart desires.
Sturdy Mind
With all the chaos going on in and around your head, you have found solice in the wisdom you posses. Grit and resilience have become part of your everyday lived experience and can therfore take more damage before going down.
Add your Wisdom modifier to your max health for each barbarian level you gain.
*(So when you get Sturdy Mind at Level 3 you get the Wisdom modifer 3 times.)
Fracture
Starting at 3rd level when you enter a rage you fracture yourself, making copies of your body which you can control. The amount of copies is equal to your proficiency bonus, at a max of 6 total.* You also loose you're ability to do a bonus action while in a rage. Instead it will take a full action for one of you're copies to do the bonus action.
All copies has one action and full movement independent of each other, but need to be closer then 1.5 times you're movement speed to atleast one of the other copies.** If you go over this limit the offending copy dissapears and you take 1d4 times your proficiency bounus as psycich damage. The distance limit extends to 2 * your speed at 6th level, 3 * your speed at 12th level, and 4 * your speed at 18th level.
The copies all share the same Health and so, any damage any of the copies take gets taken from your HP but every copy makes individual saves when needed. This means that you are very vulnerable to area of effect attacks and that it is good to try and spread out.***
*(You control 2 bodies at 3rd level, 3 at 5th level, 4 at 9th level, 5 at 13th and 6 at 17th.)
**(Ex. if your movement is 40ft, a copy needs to be within 60ft. of another copy.)
***(Ex. Three copies get hit with the same fireball that gives 30 damage, all three rolls dex saving throw, and if all fails, you take 90 damage.)
Fissure
Begining at 6th level a copy can as an action sacrifice itself by making a force explosion. Everyone (including your own copies) within a 15ft raidius have to make a DEXTERITY SAVING THROW with the DC being 8 + proficiency bonus + Wisdom modifier. Upon failing, take 4d6 (14) force damage and get pushed away and prone. If succesful, take half that.
The damage of the fissure increase to:
4d8 (18) damage at 10th level
4d10 (22) damage at 14th level
4d12 (26) damage at 18th level
Reabsorbtion
Starting at 6th level you can chose to reabsorb a copy as that copies action. This allows you to heal using one of your hit dices + Your proficiency bonus.
Helping Copy
Starting at 6th level, you can call one copy out without entering a rage. It's possible once per short rest and the copy stays for 1h or until they are recalled.
Damage Dismissal
Starting at 10th level, if your in a rage and one of your copies get damaged to the point where you would be knocked down below 0 hit points, only the copy that was hit disapears and the damage is nulled.
(Ex. You have 5hp and a copy takes 10 dmg. Instead of you going down and all copies dissapear, only the copy disapears and all other copies remain with the common 5hp.)
Lucid Unconsciousness
From the 14th level, you can now use the Helping Copy ability even when unconscious, like sleeping and when rolling death saves.
(Ex. You're rolling death saves, you can call upon the helping copy and then use him with the Reabsorbtion ability to regain HP.)
Previous Versions
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