Barbarian
Base Class: Barbarian

Some barbarians channel primal fury, divine wrath, or ancestral spirits. Others find their rage in something far more ordinary, and far more terrifying: fatherhood. The Path of the Dad is walked by those whose presence commands respect, whose words carry weight, and whose glare alone can reduce hardened warriors to stammering children.

Barbarians who follow this path embody the ultimate paternal protector. They defend their allies as fiercely as a father shielding his family, and their wrath is tempered by responsibility. When danger arises, they unleash their dad rage, a mixture of protective instinct, righteous anger, and the unshakable authority that comes from years of telling people to turn off the lights when they leave a room.

Dad Rage

3rd-level Path of the Dad feature

When you enter your rage, you exude an aura of fatherly presence that bolsters your allies.

When you rage, each ally of your choice within 10 feet of you gains temporary hit points equal to your Constitution modifier and half your barbarian level.
These temporary hit points last until your rage ends.

While in this aura, allies also have advantage on saving throws against being frightened while in your aura.

 

Stern Lecture

6th-level Path of the Dad feature

As a bonus action while raging, you can glare or give a short but powerful “dad talk” to a creature within 30 feet.

They must make a Wisdom saving throw or be frightened of you until the end of your next turn and receive the additional effect "Fatherly Trauma" causing flashes of their own father during their upbringing, causing 2d4 Psychic damage.

On a success, they still have disadvantage on their next attack roll.
If the creature has no father, the damage is doubled.

 The psychic damage scales with your level in this class, increasing to 4d4 at level 10, 6d4 at level 14, and 8d4 at level 18.

Because I Said So

10th-level Path of the Dad feature

Choose one when you enter rage:

When you rage, you can choose one creature you can see within 60 ft, until your rage ends, that creature has disadvantage on attack rolls against targets other than you.

When you rage, you can choose one creature you can see within 60 ft, until your rage ends, that creature has disadvantage on saving throws against being frightened by you.

Additionally, once per long rest, when an ally within 30 feet fails a saving throw, you can use your reaction to let them reroll it, potentially turning disaster into a success. 

 

Ultimate Dad Move

14th-level Path of the Dad feature

When an ally within 30 feet of you would take damage, you may use your reaction to move up to your movement speed toward them.
If you come within 5 feet of them, you take the damage instead.
If you are raging, reduce the damage by half, regardless of the type.

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