Barbarian
Base Class: Barbarian

“A Pinionfolk knight who faced the brunt of enemy attacks to protect his flock. Though his realm fell to the encroaching dark, his shield remains unbroken.”

When the shadows of the Nightreign descended upon the Lands Between, the Pinionfolk took to the skies in a desperate bid to defend their realm. The Path of the Guardian is drawn from the martial traditions of these fallen bird-warrior captains. Combining the aerial grace of their spectral wings with the unyielding weight of heavy infantry tactics, these Barbarians serve as the ultimate frontline tanks.

Barbarians who walk this path manage the flow of battle, drawing the aggression of their foes and mitigating catastrophic blows. When you rage, you do not lose yourself to mindless bloodlust; instead, you channel the stoic, protective fury of a fallen Pinionfolk captain, manifesting spectral feathers and an iron will to ensure your flock survives the coming night.

Level 3: Steel Guard

Starting at 3rd level, you channel the stoic defense of the Pinionfolk vanguard. While you are holding a shield, you can enter a defensive stance as a bonus action. While in this stance, you gain the following benefits:

  • Your walking speed is halved.

  • The bonus to your Armor Class granted by your shield increases to +4 (instead of the normal +2).

  • You have advantage on Strength saving throws made to resist being pushed, pulled, or otherwise moved against your will.

This stance lasts until you are incapacitated, you are no longer holding a shield, or you choose to end it as a bonus action.

Defensive Stance (Off)

At 14th level, you master the ultimate art of the Pinionfolk, becoming a brilliant beacon of hope amidst the darkness. As an action, you can leap up to 60 feet into the air and crash down at an unoccupied space you can see within 60 feet of your starting point.

Impact: When you land, you create a massive shockwave. Each enemy within a 20-foot radius of your landing space must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 10d10 force damage on a failed save, or half as much damage on a successful one.

Resurrection: The sheer force of your righteous impact radiates life. Any unconscious allies within the 20-foot radius are instantly stabilized and regain 1 hit point.

Aura: Upon landing, you project a 15-foot aura of shimmering spectral feathers that lasts for 1 minute. Whenever an ally is within this aura, they gain resistance to all damage.

Once you use this feature, you cannot do so again until you finish a long rest.

Defensive Stance (On)

Starting at 3rd level, you channel the stoic defense of the Pinionfolk vanguard. While you are holding a shield, you can enter a defensive stance as a bonus action. While in this stance, you gain the following benefits:

  • Your walking speed is reduced to 10ft.

  • The bonus to your Armor Class granted by your shield increases to +4 (instead of the normal +2).

  • You have advantage on Strength saving throws made to resist being pushed, pulled, or otherwise moved against your will.

This stance lasts until you are incapacitated, you are no longer holding a shield, or you choose to end it as a bonus action.

Level 6: Whirlwind

At 6th level, your rage manifests the spectral wings of the fallen Pinionfolk. As an action while you are raging, you can violently beat these wings or spin your weapon in a devastating 360-degree arc.

Each creature of your choice within 10 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10: Vow of the Protector

At 10th level, your vow to shield your flock from the horrors of the Nightreign becomes pure instinct. When a creature you can see attacks an ally 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 to use this feature.

Level 14: Wings of Salvation

At 14th level, you master the ultimate art of the Pinionfolk, becoming a brilliant beacon of hope amidst the darkness. As an action, you can leap up to 60 feet into the air and crash down at an unoccupied space you can see within 60 feet of your starting point.

Impact: When you land, you create a massive shockwave. Each enemy within a 20-foot radius of your landing space must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 10d10 force damage on a failed save, or half as much damage on a successful one.

Resurrection: The sheer force of your righteous impact radiates life. Any unconscious allies within the 20-foot radius are instantly stabilized and regain 1 hit point.

Aura: Upon landing, you project a 15-foot aura of shimmering spectral feathers that lasts for 1 minute. Whenever an ally is within this aura, they gain resistance to all damage.

Once you use this feature, you cannot do so again until you finish a long rest.

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