Barbarian
Base Class: Barbarian

A viking charges through the ranks of the enemies with his brethren at his side, relishing the bloodshed and seeking a glorious death. A gladiator stands in the middle of a crowded melee, spurred on by each kill and the raucous cheering of the audience. A captain rallies her troops and against overwhelming numbers leads her army to victory.

Many barbarians make it their purpose in life to seek out battle, and have no greater joy than when they're engaged in the heat of combat. A Warseeker believes in nothing more than guts and glory, and their rage is less an outburst of anger and more a wave of malicious glee, reveling in trading blows and emerging from each fight stronger than before.

Battle Fervor

When you choose this path at 3rd level, your craving for violence drives you to exceed in combat.

Surge of Might. You can use your fervor to perform mighty deeds in battle, referred to as surges. Some surges enhance an attack in some way. You can only use one surge per attack. You know two surges at 3rd level, and gain access to new ones at 6th and 10th level.

Fervor Dice. You have four fervor dice, which are d8s. A fervor die is expended when you use it. You regain all of your expended fervor dice when you finish a short or long rest. You gain another fervor die at 6th level and one more at 14th level. Additionally, while you are raging, you can add your Rage Damage modifier to the result of any fervor die you roll.

Saving Throws. Some of your surges require your target to make a saving throw to resist the surge's effects. The saving throw DC is calculated as follows:

Surge save DC = 8 + your proficiency bonus + your Strength modifier

 

Bracing Stance (10th)

When you are the target of an attack, you can choose to brace yourself to receive the blow. You may use your reaction and expend a fervor die to reduce the damage of the attack by an amount equal to the number you rolled on your fervor die + your Constitution modifier. You may choose to use this reaction before or after the attack is rolled, but must use it before the outcome of the attack is decided. If the attack misses, the fervor die is expended as normal.

Cleaving Blow (3rd)

When you hit a creature with a melee weapon attack, you can expend one fervor die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your fervor die. The damage is of the same type dealt by the original attack.

Fearsome Bellow (6th)

You can expend one fervor die and use a bonus action on your turn to roar with anger, choosing one creature within 15 feet that can hear you. The target must make a Wisdom saving throw or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Halting Strike (10th)

When you hit a creature with a weapon attack, you can expend one fervor die to hit them in a vital spot, interrupting them. You add the fervor die to the attack's damage roll, and the target must make a Constitution saving throw or be stunned until the end of your next turn.

Interception (3rd)

When another creature within 5 feet of you is hit by an attack, you can use your reaction and expend a fervor die to grit your teeth and take the hit. When you do so, gain a number of temporary hit points equal to the number you roll on your fervor die, and all damage from the attack applies to you instead of the target.

Thundering Blow (6th)

When you hit a creature with a weapon attack, you can expend one fervor die to deal an immense strike, resounding through the battlefield. Your target takes additional thunder damage equal to the number you roll on your fervor die, and all creatures within 5 feet of the target (including the target) must make a Constitution saving throw or be Deafened for 1 minute.

Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency in the Performance skill and with one set of tools from Carpenter's tools, Smith's tools, or Woodcarver's tools.

Ecstatic Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Thrive on Violence

Beginning at 10th level, your love of bloodshed and the taste of triumph is enough to sustain you through dozens of fights. When you reduce a creature to 0 hit points with an attack (and are below your hit point maximum), you can heal yourself for a number of hit points equal to your Constitution modifier (minimum of 1). You can use this feature a number of times equal to half your Barbarian level, rounded down, and you regain all expended uses when you finish a long rest.

Cry Havoc

Starting at 14th level, your presence on the battlefield is enough to bolster your allies and demoralize your enemies. When you enter rage on your turn, you can choose a number of creatures within 60ft that you can see, and can see you, up to 8.

All allied creatures you choose gain 10 temporary hit points, and have advantage on saving throws against being charmed or frightened until your rage ends.

All hostile creatures you choose must make a Wisdom saving throw. On a failed save, they take 4d10 psychic damage and their speed is halved until your rage ends. On a successful save, the damage is halved and their speed remains the same.

Once you use this feature, you can't use it again until you finish a long rest.