Base Class: Barbarian
Barbarians which walk the Path of the Divine General follow the teachings of an ancient mythical figure who transcended the plane of mortals who believed that warriors could be more than cogs in the machine of war.
The Divine General had the innate gift to adapt physically and mentally to climates, conflicts and warfare. This gift is now on full display by the General's followers who echo his teachings into this life and the next.
This gift is passed down through bloodlines, teachings and training. One cannot simply walk this path but for those who are truly devoted, it is an option in which they are destined to take...
Adaptive Fury
When you select this path at 3rd level, your rage is granted an additional bonus.
Whilst raging, alongside the standard resistances you gain, you also gain additional resistances to all of the damage types listed on your 'Adaptation Table'. These resistances are only active whilst you are raging.
Your 'Adaptation Table' starts with any 3 damage types you choose. Piercing, slashing and bludgeoning are not able to be chosen. Whenever you rage and gain those additional resistances, your character may also undergo a physical cosmetic change if you desire.
Whenever you are hit by an attack that shares a damage type which is not listed on your 'Adaptation Table' as a reaction, you may spend 2 rage charges and add that damage type to your 'Adaptation Table' permanently. Whenever you spend rage charges in this way you may enter your rage state if you are not already in it.
Additionally, whilst you are raging you may choose 1 damage type listed on your 'Adaptation Table', change 1 of your currently equipped weapon's damage type to the chosen damage type. Your weapon may undergo a physical cosmetic change to represent this if you choose to do so.
Environmental Adaptation
At 6th level you gain the ability to adapt to the current environment whilst raging.
When you activate your rage, you now adapt to the current environment. Depending on the environment you are in you gain the following benefits:
Arctic - You gain a +2 to your AC as your skin hardens to deal with the harsh cold.
Cavernous - You gain the ability to see perfectly in magical/non-magical darkness up to 120ft as your eyes pierce through the darkness.
Coastal - You gain tremorsense up to 15ft as your legs adapt to feel the vibrations within the sand.
Divine - You restore up to 5HP at the beginning of each of your turns unless you are downed/unconscious as your body begins to absorb the holy nature of your surroundings.
Desert - You gain a burrowing speed up to your current movement as your hands form into claws allowing you to dig through the sand.
Forest - Enemies have disadvantage whilst hitting you with a ranged attack which is 30ft or further away as your skin changes colour to blend in with your surroundings.
Hellish - You gain +30ft of movement speed as you feel your body accept the hellfire which is blazing around you.
Underwater - You gain a swim speed of 60ft and the ability to breathe underwater as your body forms gills and small fins on your limbs.
Volcanic - You gain an extra use of your rage as your body begins to erupt with a fury matched only by the volcanoes which surround you.
You may only gain these benefits whilst you are raging and it is up to the discretion of the Dungeon Master as to what environment you are currently in.
Offensive Adaptation
Starting at 6th level you gain the ability to add additional damage die correlating to the amount of damage types on your 'Adaptation Table'.
Whilst you are raging, you add a damage die to each of your attacks. The damage type of this die is the same as the weapon you are attacking with. The type of die you add is linked to your 'Adaptation Table' as shown below:
4 Damage types on your 'Adaptation Table' - D4
6 Damage types on your 'Adaptation Table' - D6
8 Damage types on your 'Adaptation Table' - D8
10 Damage types on your 'Adaptation Table' - D10
This additional damage die is only applied whilst you are raging.
Adapted Rage
As you reach 10th level your rage now provides resistances to magical slashing/piercing/bludgeoning damage rather than non-magical.
These damage types are not added to your 'Adaptation Table'.
Permanent Adaptation
As you reach 10th level, you gain the ability to retain your adaptations during the day.
At the end of your Long Rest you may select 1 damage type from your 'Adaptation Table'. Until your next long rest, you are resistant to that damage type. You may change this damage type at the end of a long rest. You may only select damage types which are listed on your 'Adaptation Table' and you may only have 1 damage type active by this ability at a time.
You also no longer need to be raging to gain the abilities listed in the 'Environmental Adaptation' class feature. It is still up to the Dungeon Masters discretion as to which environment you are currently in.
Last Stand of the Divine General
At 14th level you gain the ability to pour all of your energy into one final assault to vanquish your foes.
You may expend all un-used rage charges to enter a primordial fury which allows you to be impervious to all damage types for 1 turn of combat.
During this turn you choose 1 enemy that you are able to see, that enemy is vulnerable to any damage type of your choosing for the turn as long as you are the one dealing that damage.
For every 2 rage charges expended when activating this ability, you gain 1 additional attack per action.
You are classed as raging whilst in this state.
At the beginning of your next turn, you are taken out of this state and you suffer 1 level of exhaustion for every 2 rage charges spent when activating this ability.
In addition to this, you are brought to 0 hit points as you exit this state.
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