Base Class: Barbarian
Path of the Warheart
"My heart does not beat for glory. My fists do not rise for conquest. I fight for those who stand beside me. And while I draw breath, none shall face the darkness alone."
Turn Your Fury into a Shield for Others
Among the countless warriors who walk the path of Rage, few understand its power as the Warhearts do.
Where Berserkers surrender themselves to battle fury and Zealots channel divine wrath, Warhearts draw their strength from something deeply mortal: the bonds they forge with others.
To a Warheart, Rage is not an abandonment of reason. It is the refusal to abandon those who depend on them.
Their fury is born of loyalty, sharpened by hardship, and strengthened through companionship. Every blow they endure becomes another reason to fight. Every wounded companion becomes another reason to stand.
Some Warhearts fight for their families. Others defend sworn companions, villages, or people they have only just met. They need not be noble or righteous, but once they choose someone to protect, breaking that commitment is no small matter.
Warhearts believe in three sacred teachings:
The Heart That Shields. Strength carries the responsibility to protect those who cannot protect themselves.
The Heart That Endures. Pain and hardship cannot extinguish a warrior's determination.
The Heart That Unites. No warrior is stronger than those who stand together.
A Warheart does not seek glory through conquest. Their greatest victory is seeing their companions survive.
“So long as my heart beats, no one stands alone.”
Level 3: Defiant Resolve
Your determination transforms your Rage into an unyielding force of retaliation.
While your Rage is active, you gain the following benefits:
Mark of Defiance. Once on each of your turns, when you hit a creature with a melee attack using Strength, you can designate that creature as your Adversary until the start of your next turn. You can have only one Adversary at a time.
Relentless Retribution. Once per round, when your Adversary deals damage to you or another creature within 10 feet of you, you empower your next melee attack using Strength against that Adversary before the end of your next turn. On a hit, the attack deals extra damage equal to twice your Rage Damage bonus.
You can have only one empowered attack available at a time. The empowerment ends early if your Rage ends.
Level 3: Umbreakable Presence
While your Rage is active, your Adversary has Disadvantage on attack rolls against creatures other than you that are within 5 feet of you, provided you don't have the Incapacitated condition.
This protection applies only while the protected creature remains within 5 feet of you.
Your Adversary can attack you normally.
At 14th level, the protective range increases to 10 feet while Against All Odds is active.
Level 6: Stand Behind Me
While your Rage is active, when another creature you can see within 10 feet of you is hit by an attack roll, but before damage is rolled, you can take a Reaction to move up to 10 feet toward that creature without provoking Opportunity Attacks.
If you end this movement within 5 feet of the creature, you can become the target of the triggering attack instead, provided you're within the attack's reach or range and are a valid target.
The attacker uses the original attack roll against your Armor Class to determine whether the attack hits you. If the attack misses you, it misses entirely, and the original target is no longer hit.
If the attack hits you, you have Resistance to the damage dealt by that attack. This Resistance doesn't stack with any Resistance you already have.
The movement must follow a path you can legally traverse and doesn't expend your normal movement.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
At 14th Level. While Against All Odds is active, the triggering range and movement distance increase to 20 feet.
Level 10: Defiance Without End
While your Rage is active, when damage dealt by a hostile creature reduces you or another creature you can see within 10 feet of you to half its Hit Point maximum or fewer, you can take a Reaction to gain the following benefits:
Unbroken Body. You gain Temporary Hit Points equal to your Barbarian level. These Temporary Hit Points are gained after the triggering damage is resolved.
Defiant Counterattack. As part of the same Reaction, you can make one melee attack using Strength against a creature within your reach. This attack is optional, and the target doesn't need to be the creature that dealt the triggering damage.
The feature can trigger even if the damaged creature was already at or below half its Hit Point maximum before taking the damage.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Level 14: Against All Odds
While your Rage is active, you can activate Against All Odds as a Bonus Action. The effect lasts for 1 minute, ending early if your Rage ends or you have the Incapacitated condition.
For the duration, you gain the following benefits:
Rally Against Despair. When you activate this feature, choose up to three other creatures within 20 feet of you that can see or hear you. Each chosen creature gains Temporary Hit Points equal to your Barbarian level and can immediately end the Frightened condition on itself.
Guardian's Reach. The protective range of your Unbreakable Presence increases from 5 feet to 10 feet. The triggering range and movement distance of Stand Behind Me increase from 10 feet to 20 feet. All other restrictions and limited uses of those features remain unchanged.
Relentless Rally. Once on each of your turns, when you hit a creature with a melee attack using Strength, you can choose one ally within 10 feet of you. The chosen ally gains a bonus equal to your Rage Damage bonus to one damage roll of the next attack it hits with before the start of your next turn. A creature can benefit from only one Relentless Rally bonus at a time.
Once you activate Against All Odds, you can't activate it again until you finish a Long Rest.
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