Barbarian
Base Class: Barbarian

Some barbarians are sent by the gods to become the physical embodiment of their divine power. Sent to be a tribal guardian, or the instrument that tips the scales of a war. When a chosen barbarian rages they become a divine weapon, channeling the power of the deity that sent them.

The Guardians Path

Upon recognizing your divine path at level 3, your deity grants you the ability to enhance your allies' toughness. When you score a critical hit with a melee weapon attack, while raging, you can choose to grant an ally, within 30ft, temporary hit points equal to 2d6 + Constitution modifier.

The number of d6s available to roll equals your rage damage bonus, increasing to 3 at level 9 and 4 at level 16. 

Divine Instrument

Your rage becomes a physical embodiment of your chosen deity's nature. Rather than a state of blood lust, your rage carries an eerie calmness as your deity guides and protects you, transforming you into a tool guided by their hands. While raging you shed bright light in a 30ft radius, dim light for an additional 30ft as their power flows through you. 

You also gain the ability to speak the language of the deity that sent you, either Celestial or Infernal.

The Celestial

The deity that sent you to be a protector of your people was a being from the upper planes, you are blessed with the ability to speak Celestial, the language of the heavens. When you allow your diety to guide you during your rage, the presence of their guiding hand overwhelms your body with holy light making you appear to be burning with radiant fury. While raging you cast bright light in a 30ft radius, dim light for an additional 30ft.

The Fiend

The deity that sent you was a powerful inhabitant of the nine hells, who desired for you to be able to speak and converse in secret with them, granting you the ability to speak Infernal. Additionally, when your diety takes control during your rage, their presence overwhelms your body shrouding you in shadow and flame. While raging you cast bright light in a 30ft radius, dim light for an additional 30ft.

Reap What is Sown

Starting at 6th level, your experience channeling divine energy has built in you a strong resilience, you gain resistance to the damage dealt by those that would seek to oppose your deity. You gain resistance to either radiant or necrotic damage.

A protective shroud of energy surrounds you as your deity seeks to further enhance your defensive and offensive abilities. Those who dare to strike you are punished for their audacity. Whenever a creature hits you with a melee weapon attack within 5ft, you can consume your reaction to force all creatures within 5ft to make a Dexterity saving throw (DC equal to 8 + proficiency bonus + Constitution modifier), on a failure taking radiant or necrotic damage equal to half you barbarian level, rounded down.

Divine Resistance

You gain resistance to radiant damage

Necrosis

You can consume your reaction to draw life essence out of a creature that just attacked you. Whenever a creature hits you with a melee weapon attack within 5ft, you can consume your reaction to force all creatures within 5ft to make a Dexterity saving throw (DC equal to 8 + proficiency bonus + Constitution modifier), on a failure taking half your barbarian level (rounded down) of necrotic damage.

Radiant Surge

You can consume your reaction to send out with a radiant surge at those surrounding you. Whenever a creature hits you with a melee weapon attack within 5ft, you can consume your reaction to force all creatures within 5ft to make a Dexterity saving throw (DC equal to 8 + proficiency bonus + Constitution modifier), on a failure taking half your barbarian level (rounded down) of radiant damage.

Unholy Resistance

Your chosen deity seeks to further protect you from harm, granting you the ability to shrug off damage dealt by their enemies, giving you resistance to necrotic damage.

Blessed Warrior

Starting at 10th level, your service as a chosen warrior has seen you be blessed with the ability to inspire those you fight alongside. 

Rallying Cry: As a bonus action, while raging, you release a bellowing warcry that bolsters your allies' courage and grants all allies within 30 ft temporary hit points, as though benefiting from your Guardians Path feature. You can use this feature once per long rest. 

Divine Intrusion

Starting at 14th level, your connection with your deity has heightened to a point where you mirror their nature. Before raging you can allow your transformation to become particularly devastating to those around you. 

Before you enter your rage, you can choose to flood those around you with the power of your diety upon raging, potentially blinding those within 30ft of you. The nature of this power depends on the nature of the diety you chose at level 3, either a flash of divine light or the formation of obsidian pools in the eyes of those who dare to look at you. When you choose to enter your rage in this way. All hostile creatures that can see you, within 30ft, must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded for 1 minute. On a successful save the creature cannot be affected by your blinding flash for 24hrs. Creatures blinded in this way can make the saving throw again at the end of their turns, ending the condition on a success. 

You gain additional uses of this feature at level 16 and again at level 18, these uses reset after a long rest. 

Blinding Flash

Your transformation into a divine instrument is devastating to nearby hostile creatures. Before you rage you can choose to create a flash of divine brilliance upon raging, forcing any hostile creatures that can see you, within 30ft, to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded for 1 minute. On a successful save the creature cannot be affected by your blinding flash for 24hrs. Creatures blinded in this way can make the saving throw again at the end of their turns, ending the condition on a success. 

You gain additional uses of this feature at level 16 and again at level 18, these uses reset after a long rest. 

Wells of Darkness

Your transformation into a divine instrument is devastating to nearby hostile creatures. Before you enter your rage you can choose to flood the eyes of nearby enemies with darkness upon raging, forcing any hostile creatures that can see you, within 30ft, to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be blinded for 1 minute. On a successful save the creature cannot be affected by your blinding flash for 24hrs. Creatures blinded in this way can make the saving throw again at the end of their turns, ending the condition on a success. 

You gain additional uses of this feature at level 16 and again at level 18, these uses reset after a long rest. 

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