Barbarian
Base Class: Barbarian

Magical alteration is nothing new in societies riddled with magic, especially the kind done against the subject's will. Altering a subject without them even knowing they're being changed? That's a little more rare, but it can happen. Deep in the biting winters of the tundra, a tribe of warriors living with a rich culture and many long bloodlines are totally unaware that they're being manipulated by a force beyond their perception. For generations, they have followed a tradition whenever a new king among them is crowned; They must attempt to wield the magic sword in their armoury. For decades, warriors have tried. Many of them died, others threw the blade down the moment they felt its corrupting influence.

Unknown to them all, this sword was unlike any other magic weapon. Long ago, an ancient God Warrior who lost their master turned to the darkness in search of new purpose. Cunning mages sealed the God Warrior within his own blade. To this day, the warrior's rage continues to seethe within the prison that contains him. Whenever a mortal attempts to pick up the blade, they are putting themselves under threat by the God Warrior who attempts to force his will onto them. To his dismay, no mortal body is able to survive the process, leaving him unable to escape. Determined, he sends telepathic waves out to lone travelling warriors in the tundra, calling stronger and more fortitudinous people and swaying them into either assimilating into the clan and becoming king, or simply attempting to steal from their treasury and take the prison blade for themselves.

As the generations of the clan continued, stronger and stronger warriors assimilate into the clan, reproducing offspring that have inherited these traits from their parents, honed even further by their Barbarian training. Their newfound power rivals that of the ancient God Warrior himself, surviving wounds that should be lethal to mortals like themselves.

Level 3: Unbridled Fury

Upon landing an attack against a creature, gain one Infuriated Dice up to a maximum of three. On your turn, you can consume all stored Infuriated Dice as a bonus action to recover health equal to the number of dice you rolled.

Critically striking on an attack will grant two Infuriated Dice instead.

Level 6: Immovable

While raging, you can roll a constitution saving throw to avoid being moved by crowd-control abilities. If the crowd-control would already trigger a saving throw of any kind, you gain advantage on that saving throw roll.

Level 10: Go down swinging

While in the dying state, instead of rolling a death save, you can choose to forfeit and fail a roll. You can then remain standing and take an attack action towards a nearby creature. You can continue to use this ability multiple times in a row.

If you instead decide to roll your death saves as normal, you will be unable to use this ability for the rest of that instance of the dying state.

Level 14: Not now, not ever...

If you enter your Rage while under a quarter of your total health, gain the following benefits:

  • Instantly gain temporary hit points equal to half of your Barbarian level.
  • Your Rage Damage is changed from a flat amount to a number of d6s equal to the amount of Rage Damage.
  • Your Reckless Attack does not leave you vulnerable if it critically strikes the target.
  • Instantly replenish all of your Infuriated dice.
  • You cannot be reduced below ten hit points for as long as your rage persists.

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