Barbarian
Base Class: Barbarian

In every being, there exists a well of magic untouched by even the gods. The monks have given it the name "ki", spiritual energy. The monks have tapped into this potent source of energy through meditation and eliminating any negative thoughts, achieving a pure tranquility. However, just like yin and yang, there is always a second side. Though rare their are Barbarians who utilize the same energy for to maintain a calm and controlled life, though known for their intense anger, Barbarians are not as their title may imply. To "rage", is not to just get mad, it is to harness a primal instinct inside one's self and to draw out the animal within from, almost a reverse of how monks work. A Barbarian following the path of Inner Peace choose to stray away from the unnecessary constant hatred and anger that may be built within them. Though they sound completely different, they both have the same function, and those who follow the path of flowing emotion, of Inner Peace... prove this.

Flowing Ki

Beginning when you choose this archetype at 3rd level, You practiced with controlling your rage into a calmed fighting spirit. Maintaining a focused mind whilst in combat may be difficult for most. The Barbarian's rage is changed into a Tranquil State in your body. 

Your Rage is also called a Tranquil State, your rages are not mindless as you are in full control. 

  • Before you make an attack with a melee weapon that you are proficient with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage
    (*If you take / have taken the Great Weapon Master feat you may stack this ability, granting a instead a -6 penalty to the attack roll. If the attack hits, you add +15 to the attack's damage instead.*)
  • You can attempt to parry / block an opponent's ranged attack with a counter with your weapon called Redirecting Ki. When a creature that you can see makes a ranged weapon attack that you can see, you can use your reaction to move half of your movement speed to intercept the projectile and make a melee attack with your weapon against the opponent's projectile (Projectile's AC  = Final Attack Roll + 2) On a hit, the opponent's attack is parried and misses. 
    (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected. Magical attacks are to be determined case by case by the DM.)

Controlled Breathing

Beginning 6th level, you gain the ability to heal yourself, both mentally and physically. As an action, you can regain hit points equal to three times your Barbarian level. Additionally if you are being or are charmed or frightened you can use a reaction to steady yourself and shrug off the effect. You must finish a long rest before you can use this feature again. 

You also gain the Improved Critical feature:

Improved Critical

When you reach 6th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Focused Mind

At 10th level, you can choose a two features of the following: 

Light Footed 
Your movement speed increases by 10ft, and you may take the Dash or Disengage action as a Bonus Action.

Multi-Talented
You gain proficiency in any two skills/ artisan's tools. 

Perfect Strike
The focused intensity you have in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases to 10 at 14th level.
You can use this feature a three times, and you regain all expended uses of it when you finish a short or long rest.

Escape the Horde
Opportunity attacks against you are made with disadvantage.

Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tranquility

When reaching 14th level, your weapon attacks now score a critical hit on a roll of 18–20.

You can also double your proficiency bonus to any Strength, Dexterity, or Constitution check.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

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