Barbarian
Base Class: Barbarian

“A pirate of the Lands Between waterways who sails for the glory of the fight. Resilient, unyielding, and unbothered by minor wounds. As the Nightreign falls, their brutality only sharpens.”

The waterways of Liurnia and the jagged coasts of Limgrave have long been home to cutthroats, but the Raiders are a different breed entirely. These warriors don't just fight for plunder; they fight for the raw, thrumming glory of combat. With the descent of the Nightreign, where terrifying aberrations stalk the darkened waves, the Raiders had to adapt, forging their bodies into iron and their spirits into an unstoppable furnace.

Barbarians who walk the Path of the Raider use their raw "Resolve" to wade through the thick of battle. They are terrifying counter-punchers who thrive on the front lines. The more punishment they take, the hotter their blood boils, allowing them to shrug off lethal strikes, vent their steaming rage, and crush their enemies with the heavy, ancient grave-stones of the lands they pillage.

Level 3: Retaliate

Starting at 3rd level, you learn to turn your enemy's momentum against them, assuming a braced stance that eagerly anticipates a strike. When you take damage from a creature within your reach, you can use your reaction to make a single melee weapon attack or unarmed strike (a "Powerful Punch") against that creature.

On a hit, your attack deals an extra 1d12 damage of the weapon's type. Additionally, if the target is a Medium or smaller creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone by the sheer force of your retaliation.

Level 6: Fighter's Resolve

At 6th level, your physical momentum and sheer willpower become an unstoppable force. While you are raging, you cannot be knocked prone, and your speed cannot be reduced by hostile effects. Furthermore, you are immune to being pushed, pulled, or otherwise moved against your will.

Your resilience also allows you to push past the brink of death to land one final blow. If you take damage that would reduce you to 0 hit points, you can use your Retaliate reaction to strike your attacker. If you do so, you are reduced to 1 hit point instead of 0. Once you use this lifesaving feature, you cannot do so again until you finish a long rest.

Fighter's Resolve

You have Immunity to the Prone, immunity to hostile speed reductions, and cannot be pushed, pulled, or moved against your will while your Rage is active. If you’re Prone when you enter your Rage, the condition ends on you.

Level 10: Steaming

At 10th level, the sheer volume of damage you absorb causes your blood to literally boil, venting from your skin as a blistering steam. Whenever you take damage, your body begins "steaming" with kinetic heat.

The first melee weapon attack or unarmed strike you make on your next turn benefits from this explosive pressure. As you launch yourself forward, the attack gains a reach of 15 feet. If the attack hits, it deals an additional 2d12 fire damage as the vented heat and kinetic force erupt into your target.

Level 14: Totem Stela

At 14th level, you unearth the ultimate art of the Lands Between raiders, utilizing the heavy grave-stones of fallen champions. As an action, you summon and slam a massive, spectral gravekeeper’s wedge into an unoccupied space on the ground within 5 feet of you.

Shockwave: The impact shatters the earth. Each hostile creature within 20 feet of the totem must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 8d10 force damage on a failed save, or half as much damage on a successful one.

Aura: The Stela radiates the glorious resolve of ancient warriors. The totem remains in place for 3 rounds (ending at the end of your turn on the 3rd round). While the totem is active, any ally within 30 feet of it is filled with unnatural power, gaining a +3 bonus to their Armor Class and a +3 bonus to Strength-based attack and damage rolls.

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

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