Base Class: Barbarian
The Path of the Refugee uses the sorrow and rage of a home lost, ancestral or personal, through great cataclysm. Its draws power from the memories rooted deep in the pain of a whole people, channeled through you to take control of the immediate area as you enact your Rage. Taking control of your surroundings to take care of your allies and remove any unwanted guests, you control the battlefield with all the ferocity of an Abuela defending her home.
As your power grows, you can evoke the memories of great cataclysm to bring the elements and spirits down on all who come near.
Home Is Where The Heart Is
You have learned to make home wherever you rest your head. Starting when you take this path at third level whenever you enter a rage you designate the immediate area as your Home. It has the following benefits:
- Any ally within your home receives half of your rage damage bonus rounded down.
- You may use your reaction to impose disadvantage on one attack made on someone within your home.
Your Home is a 15 foot cube centered on yourself that moves with you. It expands to a 25 for cube when you reach 9th level
Some Days are Longer
Starting at 3rd level, you may ignore the effects of the first level of exhaustion. You must take a long rest before using this ability again.
This ability improves at 7th and 12th level, allowing you to resist an additional level of exhaustion each time.
Reclaimed by Nature
Starting at 6th level, when you rage you may choose to designate Ruins instead of Home. It has the same range as your Home. Choose one feature below to gain during your rage instead of the benefits of Home.
- Up in Flames: you may use your bonus action to invoke the memory of fire, engulfing the immediate area in fire. Each creature within your ruins must make a DC 14 Dex Save or take 1d6 Fire damage. You may do this a number of times equal to your proficiency bonus.
- Gone With the Wind: You summon a miniature hurricane around yourself as you enter rage. Each creature within range must make a DC 14 DEX Save or be thrown back 10 feet and knocked prone. Any creature attempting to enter must make a DC 14 Dex check or be knocked back
- Swallowed by the Earth: You may use your reaction to cause the ground below a designated target within range to heave or collapse. They must make a DC 14 Dex Save or be knocked prone. They make the roll at discharge if they were moving.
- Snowed in: A snow squall howls to life around you. Each creature that starts their turn within range must make a DC 14 Con save or have their speed reduced by 10
When you reach 14th Level, the DC of these abilities increases to 17.
Gone with the WInd
You summon a miniature hurricane around yourself as you enter rage. Each creature within range must make a DC 14 DEX Save or be thrown back 10 feet and knocked prone. Any creature attempting to enter must make a DC 14 Dex check or be knocked back
Snowed In
A snow squall howls to life around you. Each creature that starts their turn within range must make a DC 14 Con save or have their speed reduced by 10
Swallowed by Earth
You may use your reaction to cause the ground below a designated target within range to heave or collapse. They must make a DC 14 Dex Save or be knocked prone. They make the roll at discharge if they were moving.
Up In Flames
You may use your bonus action to invoke the memory of fire, engulfing the immediate area in fire. Each creature within your ruins must make a DC 14 Dex Save or take 1d6 Fire damage. You may do this a number of times equal to your proficiency bonus.
Welcome Guests
When you reach 10th Level, you may designate a number of allies equal to half your proficiency modifier rounded down as guests.
Allies designated as guests do not have to make saves from any effect cause by your Ruins. Additionally they gain the full benefit from your rage damage bonus, instead of half while attacking with a ranged or melee weapon.
Ancestral Home
The halls of your forefathers are open to you once again. Starting at 14th level, gain additional benefits while raging for Home and Ruins
- Warmth of the Hearth - Home: Each adjacent ally gains 15 Temp HP at the beginning of their turn
- Memories of the Lost - Ruins: Each enemy within range at the start of your turn takes 1d6 Necrotic Damage, as your ancestors help from beyond the grave
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