Barbarian
Base Class: Barbarian

For ages, the Barbarians dwelling in the shadow of Mount Arreat were shaped to be as strong and unyielding as stone. Immense in size and unmatched in ferocity, they were charged from birth with a duty passed through generations: to protect the sacred mountain and the Worldstone within. When their homeland was shattered and the Worldstone destroyed, many Barbarians lost faith. They became aimless, haunted by their past, traveling from place to place without honor or direction.

But not all Barbarians have given up their vigil. Some still honor the harsh snows of Arreat's summit and prowl the outskirts of its crater. They recall being handed axes and spears at an age when city children were clinging to their toys...and they burn with shame at the failure of their people. These Barbarians strive to find a new purpose for themselves in a changed world, and they will crush any who stand in their way.

Boon of Bul-Kathos

Starting when you choose this path at 3rd level, the Ancients bless you with the Boon of Bul-Kathos. While raging, you have resistance to all damage except psychic damage.

Defender of Arreat

At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Leap Attack

Starting at 6th level, you learn how to leap into the fray and deal death from above. While you're raging, you can use a bonus action during your move to leap a distance up to your speed. You do not provoke attacks of opportunity while airborne and may pass through the space of large or smaller creatures. Additionally, any creatures within 5 feet of where you land must make a Dexterity saving throw or be knocked prone.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

War Cry

At 10th level, you learn to call upon the power of the Ancients to bolster your allies. As a bonus action, you unleash a mighty war cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short rest.

Whirlwind

Beginning at 14th level, you have learned to emulate the power of the cyclone in your attacks. While raging, you can use your action to move up to half your speed through the space of Large or smaller creatures without provoking attacks of opportunity. Additionally, at any point during your move you may make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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