Barbarian
Base Class: Barbarian

Faith comes in many forms. While many paladins and clerics use faith to channel magic, a barbarian focuses on more grounded concepts; their faith comes from their body, from the strength of their spirit and mind. Barbarians are not known for producing magic nor spells, but through acts of faith they can still manage to perform feats that defy the limits of their body and blood.

Blessed Armor

Starting at 3rd level, you focus your faith upon what it is you wear. By performing a ritual in a church or other hallowed ground on armor that is adorned with the god from which you worship, you may put a blessing of the crusade upon your armor. With this blessing, while being worn by you, it emits a soft light (5ft) and can be worn while raging, even if it is heavy armor. You still need proficiency in armor types to benefit from this.

At 10th level, you must extend this blessing to magical items that would set your strength to a set value that you are attuned to. Instead of setting it's score, it grants you a bonus equal to the amount it sets it over 20 (ex, setting it to a 23 would give you a +3 in strength), going above the maximum of 20 to a maximum of 30 instead.

Shouldering Faith

Starting at 6th level, you grow your faith into an intangible understanding of your god and your values that can then be converted to tangible strength. You have a number of faith slots each day equal to your unarmored defense AC value (even if armored). These slots return to you after a long rest. You also gain a faith die, which will be used while expending faith slots. It begins as a 1d4 and can be upgraded a total of 4 times from d6, d8, d10, and finally to d12. You gain these upgrades at barbarian level 8 and 16, and while your strength score is at at least 20, and 25. 

These slots can be spent in the following ways:

When you would use an action to assist a friendly creature, such as removing them from a grapple or using a medicine check on them, you can use a faith die to make it a bonus action. You may also roll a faith die and add it onto any ability check needed to assist in this way.

When an ally you can see within 5ft of you takes damage, you can use a reaction expend a faith die to reduce that damage by the amount rolled. However, your reaction is not used up until the turn you use this ability ends, allowing you to use more dice if more damage is dealt.

When you take damage from a non creature source, such as falling or a trap, you can expend a faith die to reduce the damage taken by the amount rolled.

Heavy Toll

At 10th level, you can convert a heavy, two handed weapon you are holding into a conduit of your faith, resembling a large bell. The bell tolls when swung, and serves as an equalizer on the battlefield when in a pinch.

Rhystic Toll: When a creature you can see casts a spell within your reach, you can expend a faith die, attacking the creature and adding the die to your damage. if you take the mage slayer feat, you can expend a faith die in the same way on attacks made with the feature. 

Equalitous Toll: If there are more hostile creatures in initiative than allied ones, you can toll the bell at the beginning of your turn, expending a faith die. Those hostile creatures cannot benefit from flanking nor pack tactics. In addition, allied creature get temporary hit points equal to a roll of your faith die expended.

Smothering Toll: When a creature you can see reduces the damage dealt to them by you or an allied creature, you may expend a faith die. They reduce that much less damage from that ability or resistance until the beginning of their next turn. 

Faith Overflowing

At 14th level, you learn to enter a supreme state of peace, clearing your head and allowing you to see through the evil that mires the radiance you admire. Whenever you make an insight check, you may expend 2 faith die, adding them onto the check. In addition, you gain a final paths to flow your faith into.

Godly Body: Your strength score contributes to your hit points just as your constitution score does. If you would gain additional strength score, you can ignore maximum limits that strength would normally be able to bring your body to (for example, an ASI in strength could bring you above 20). Every point of strength you get above 30 normally cannot increase your strength any further. Instead, those points give you a +1 bonus to your strength ability checks, saving throws, strength attack rolls and damage rolls per 1 point of strength.

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