Base Class: Barbarian
Some tribes have a tradition of passing on tales of heroes and legendary figures. To these tribes, remembering the courage of these heroes and embodying their ideals is paramount. Thus, certain Barbarians are created–Barbarians that embody their own heroic spirits. Their Rages are less like uncontrolled expressions of fury, and are more akin to awakening their inner ambitions. These Barbarians take off at an early age, determined to explore the world and forge legends of their own.
Level 3: Wayfaring Skill
You gain Expertise in one Skill you are Proficient with. You also learn one language of your choice.
Level 3: Fury of the Ambitious
Your fury inspires your allies, roiling the fire deep inside. While your Rage is active, you gain the following benefits.
Lead the Attack. At the start of your turn, you can choose a creature you can see within 30 feet of you, directing your allies’ fury towards it. When an allied creature hits that creature with a Weapon Attack or Unarmed Strike, it adds your Rage Damage bonus to the attack’s damage. When you choose another creature with this feature, this effect ends on the previous creature.
Inspire Through Recklessness. When you use your Reckless Attack, choose another creature that can see you within 30 feet of you. That creature has Advantage on the next Attack Roll it makes before the end of its next turn.
Level 6: Heroic Manifestation
You manifest the spirit of a hero while your Rage is active, gaining the following benefits:
- Legend's Strike. Once per turn when you hit with a Weapon Attack or Unarmed Strike, you can use this benefit to deal an extra 2d6 Fire or Radiant damage (you choose when you use this benefit). You can do so a number of times equal to your Constitution modifier (minimum 1), regaining expended uses when you finish a Long Rest. This damage increases to 3d6 at Barbarian level 10, and 4d6 at Barbarian level 14.
- Legendary Determination. You can add your Rage Damage Bonus to your Saving Throws.
- Unwavering Spirit. You have Advantage on Saving Throws against the Charmed and Frightened conditions. When you fail a Saving Throw against either condition, you can expend a use of your Rage (no Action required) to reroll the Save, and you must use the new roll.
Level 10: Legion of Heroes
Your fury passes on your determination to your allies. Each allied creature within 20 feet of you benefits from your Legendary Determination while your Rage is active.
Level 14: Legendary Wayfarer
You can now fully awaken the ambition deep within, gaining the form of a true hero of legend. You can do so as a Bonus Action while Raging, or as part of the Bonus Action used to enter your Rage. Once you do, you cannot do so again until you finish a Long Rest.
You gain the following benefits, which last for as long as your Rage is active:
- You can use your Legend’s Strike multiple times on your turn, not just once.
- Once per turn when you use your Legend’s Strike, you can choose a creature within 30 feet of you that can see you. That creature deals additional damage equal to the extra damage you rolled from your Legend’s Strike on the next attack it hits with before the end of its next turn.
- You gain Resistance to all damage types except for Force, Necrotic, and Psychic.
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