Barbarian
Base Class: Barbarian

Not all barbarians are angry piles of muscle and rage. Some truly enjoy traveling with their clan, seeing new places, and, above making new friends. Those who walk the Path of Kinship are the staunchest allies a warrior could ask for, doing their best to defend their friends, inspire acts of bravery, and conquering challeneges through teamwork.

Interposed Ally

Starting when you choose this path at 3rd level, you can protect your allies by sacrificing your own body. When a creature within 5 feet of you is targeted by an attack, you may use your reaction to interpose your own body. The attack and any additional attacks from the attacking creature now target you.

Should any of the attack hits, you gain temporary hit points equal to half of the total damage taken  immediately after the attacks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Call to Action

Starting at 6th level, while raging you can call on your friends to assist you in combat. As a bonus action, you can release a battle cry that allows a willing ally within 30 feet to immediately use their reaction to use a feature listed below. If an ally qualifies for more than one feature, they must choose one. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

         Artificer: Your ally hurls a unique explosive device at a point within 20 feet of them. Any creatures within 5 feet of that point take 1d4 thunder damage and must succeed on a DC 15 Constitution saving throw or be blinded until the start of your next turn. 

         Barbarian: You ally immediately makes an attack against a creature of your choice, optionally moving up to 20 feet toward the target. They can then take the shove action against the same creature, assuming they are within 5 feet of the target.

         Bard: Your ally harmonizes with your battle cry, granting you a Bardic Inspiration die without expending a die.

         Cleric: Your ally says a quick prayer. Until the start of your next turn, whenever you make an attack roll or saving throw, roll a d4 and add the number rolled to the attack roll or saving throw.

         Druid: Your ally disrupts the earth around a creature of your choice. The target must succeed a Dexterity saving throw against your ally’s spell save DC or fall prone and take 2d6 bludgeoning damage. This damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.

         Fighter: Your ally immediately makes two attacks against a creature of your choice, optionally moving up to 15 feet toward the target.

         Monk: Your ally immediately makes one attack against a creature of your choice, optionally moving up to 30 feet toward the target. The ally takes the dodge action immediately after making their attack.

         Paladin: Your ally immediately makes one attack against a creature of your choice, optionally moving up to 15 feet toward the target. On a hit, the attack deals an additional 2d8 radiant damage. This damage increases when you reach certain levels in this class, increasing to 3d8 at 10th level, 4d8 at 15th level, and 5d8 at 20th level.

         Ranger: Your ally immediately makes an attack against a creature of your choice, optionally moving up to 15 feet toward the target. They then take a second attack against another creature within range.

         Rogue: Your ally immediately makes an attack against a creature of your choice, optionally moving up to 15 feet toward the target. After making this attack, they can choose to return to their original position without provoking opportunity attacks.

         Sorcerer: Your ally imbues you with a primal force. Roll a d6. The number rolled determines the damage type as listed below. Until the start of your next turn, you are resistant to that damage type and all of your attacks deal an additional 2d10 points of the rolled damage. 

d6

Damage Type

1

Acid

2

Cold

3

Fire

4

Lightning

5

Poison

6

Thunder

        Warlock: Your ally summons a strange essence that surrounds your body. Until the start of your next turn, any creature has disadvantage on attacks against you, and your attacks deal an extra 2d6 necrotic damage. This damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.

         Wizard: Your ally immediately casts a spell with a casting time of one action. The spell level cannot exceed one-third of your level (rounded down).

Envoy's Outlook

Starting at 10th level, your jovial demeanor extends even to those opposing you. When you are hit by an attack, you may use your reaction to force the attacker to make a Wisdom saving throw. The DC is 10 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is charmed by you for the next ten minutes. The charmed creature regards you as a friendly acquaintance and is no longer hostile toward you and your allies. The creature will not attack its allies or take any obviously self-harmful acts. 

Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Coordinated Assault

Starting at 14th level, when a creature within 5 feet of you is targeted by an attack, you can use your reaction to make a melee attack against the same target. 

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