Barbarian
Base Class: Barbarian

A mother swings her ax wildly, knowing she is all that stands between the undead horde and her children. A dwarf lets loose a battle cry as he stands over the bodies of his comrades, grief and rage mingling together. An old warrior makes her final stand on the last unburned bridge to her homeland. All barbarians are fueled by fathomless rage, but what ignites these warrior's hearts is a deep love for everything around them. These ferociously kind hearts are spurned towards fury as they watch what they cherish is burned before them, bringing them to the front of many battles for hearth and home.

For barbarians, their anger is always just below the surface of their nigh impenetrable skin. For these kind-hearted souls, it lies deeper, yet is awoken far easier. The Path of Heart is a path of compassion, seeking to defend those you hold dear by striking back and standing your ground. Or failing that, viciously avenging what you have lost.

Protective Instincts

Starting when you choose this path at 3rd level, you can seek retribution for your allies pain. Whenever an allied creature that you can see takes damage, you may rage as a reaction, and damage dealt to allied creatures can maintain your rage as if you were dealt damage. In addition, while you are raging, if at least one allied creature that you can see is grappled, incapacitated, restrained, paralyzed, or unconscious, you may make a melee attack as a bonus action.

Hearth's Fire

Beginning at 6th level, your compassion envelopes your allies and enemies alike. While raging, whenever a creature starts its turn within 5 feet of you if it is allied it gains temporary hit points equal to your Charisma modifier plus 1. If it is hostile, it takes fire damage equal to your Charisma modifier plus 1.

These additional points increase to 3 at 10th level and 5 at 14th level.

Availing Avenger

Beginning at 10th level, while raging you can use your action to terrify and invigorate those around you with your passion. When you do so, all hostile creatures within 30 feet that can hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or take 3d6 psychic damage. All friendly creatures of your choice that can hear you regain hit points equal to half the damage dealt, rounded down. If an allied creature you can see is brought down to 0 hit points you can use this as a reaction instead of an action.

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

Defender of the Heart

Starting at 14th level, your rage compels you to stand your ground and defend what you hold dear. If you are raging, you can use a bonus action to gain the following effects for the duration of your rage:

  • You cannot willingly move further than 30 feet from where you activated this feature and must spend all available movement to return to this area when you can.
  • Your movement speed is doubled.
  • You gain temporary hit points equal to your barbarian level + your Constitution modifier + your Charisma modifier.
  • The movement speed of creatures no more than one size larger than you that you make a successful attack against becomes 0 until your next turn.
  • When a creature you can see attacks a target other than you with a spell or attack that targets only one creature that is within 5 feet of you, you can use your reaction to become the target instead. If the target is not within 5 feet of you, you may use your remaining movement as a part of your reaction to move within 5 feet of them, if your movement allows it.

You can only end this effect when your rage ends. If you fall unconscious this effect ends immediately.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/13/2020 1:32:19 PM
1097
108
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes