Base Class: Barbarian
War gods do not choose their champions for bloodline or prayer alone. They favor those who keep standing when the field is lost: the stubborn, the disciplined, and the fierce. Barbarians on this path turn their fury into a commander's presence and their swings into force that travels beyond the reach of steel.
A War God barbarian begins by enduring ordinary blades and mastering every tool that can be turned against an enemy. With experience, each swing can send a cutting gale across the battlefield, and their presence steadies nearby allies. At the path's summit, a champion can enter a brief, overwhelming battle-rage: for five rounds, harm cannot touch them, and each strike carries still greater force.
War God’s Mantle
While raging, you are immune to nonmagical slashing and piercing damage.
Fang of Man
You are proficient with all simple and martial weapons, as well as improvised weapons. An improvised weapon you wield deals 1d8 damage of a type appropriate to the object, and you can use Strength for its attack and damage rolls. It counts as a simple melee weapon for your Barbarian features but has no Weapon Mastery property.
Once on each of your turns while raging, when you hit a creature with a weapon attack, you can deal an extra 1d10 damage to it. This extra damage has the same type as the weapon's damage.
Gale Cut
While raging, when you take the Attack action and make a melee weapon attack, you can replace that attack with a gale cut. The cut tears through a 30-foot-long, 5-foot-wide line originating from you. Each creature in the line must make a Dexterity saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus). On a failed save, a creature takes 2d8 slashing damage. On a successful save, it takes half as much damage. This damage is magical.
Rallying Aura
While you are raging, you project an aura of courage in a 60-foot radius. When you enter your Rage, you and each friendly creature of your choice in the aura gain 10 temporary hit points. A creature can gain these temporary hit points from this feature only once per Rage.
At the end of each of its turns, a friendly creature in the aura regains 1d10 hit points. A creature can regain hit points from this feature once at the end of each of its turns. The aura ends when your Rage ends.
True War God’s Rage
Once per Long Rest, when you enter your Rage, you can become the embodiment of war for five rounds (30 seconds). While this empowered Rage lasts, you are immune to all damage. In addition, the extra damage from Fang of Man becomes 2d10, still once on each of your turns.
This feature ends early if your Rage ends or you fall Unconscious.
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