Barbarian
Base Class: Barbarian

All barbarians answer the call to battle in their own way. A select few specialize in instigating fights on their own terms. Those who follow the Path of the Provoker know how to manipulate the minds of their opponents through their goading and commanding presence. Maneuvering on the battlefield to outflank their opponents, these barbarians unleash their fury in targeted strikes when it's most opportune, and demand the attention of all when they run into the fray.

Counter Helix

Starting when you choose this path at 3rd level, your unbound fury moves you to become a whirlwind of destruction upon your foes. If you are raging and another creature within melee range of you successfully attacks you, you can use your reaction to counter-attack all enemies within melee range of you. All enemies targeted by this ability make a Dexterity saving through against your DC (equal to 8 + proficiency + your Strength modifier). Those that succeed take no damage. Those that fail take 1d6 damage.

When you reach certain levels in this class ,the damage dealt by this ability increases: to 2d6 at 6th level, and to 3d6 at 10th level.

At 14th level, all enemies who succeed on their saving throws take half damage instead of no damage.

Berserker's Call

Beginning at 6th level, you can use a bonus action to target a number of creatures up to your proficiency bonus within a range of 20 feet. All targeted creatures make an Intelligence saving throw against your DC (8 + proficiency + Strength modifier). Those that fail are considered "Taunted" for 1 minute:

Taunted creatures are compelled to shift their focus to attack you, using their movement to get within range to do so if needed. Any actions at their disposal must be used to target you with an attack or spell, or be used in support of their attempt to attack you. Whenever a Taunted creature takes damage from a source that does not originate from you, they reroll their saving throw. At the end of a Taunted creature's turn, if the creature's actions to attack you have proven that continuing to do so is futile (e.g. you're floating in the air far above their reach, or are safely on the other side of a cell door's iron bars), then the creature may reroll their saving throw.

For creatures that would attack with melee, they must immediately use their reaction, if they have it, to move 10 feet towards you, if their speed allows. They are not forced to move through terrain that would pose an obvious danger to them (e.g. walking into a pool of lava, or off a ledge), though they may move through dangerous terrain or traps that are unknown to them. This movement is considered forced and does not provoke opportunity attacks.

While at least one Taunted creature remains conscious, you gain +2 AC.

You may use this ability twice per long rest. Once during a short rest, you may choose to expend three hit dice to regain one use of the ability.

At level 10, the range of this ability extends to 40 feet, and creatures using their reaction to move towards you move 20 feet, if their speed allows. At level 14, you may target any number of creatures within range.

Culling Blade

Beginning at 10th level, as an action you can make a single melee weapon attack against a creature. On a hit, if the creature has less than 50% of their health remaining, and their health remaining is equal to or lower than 10 times your proficiency bonus, you instantly reduce their health to 0 hit points. Otherwise, you deal your normal weapon damage.

If you get an instant kill with this ability, then until the end of your next turn, your movement speed is increased by 10 feet, as is the movement speed of any number of allies you choose within 30 feet of you at the time of the kill. Additionally, instant kills refund a single use of this ability.

You may use this ability twice per long rest. During a short rest, you may choose to expend two hit dice to regain one use of this ability.

At level 14, you may use this ability four times per long rest.

Battle Hunger

Beginning at 14th level, while you're raging, as an action you can target a number of creatures equal to your Strength modifier within a 30 foot radius around you. Each creature makes a Wisdom saving throw against your DC (8 + proficiency + Strength modifier). On a failed save, the creature is considered to be under the effects of the Slow spell, and immediately suffers 1d12 radiant damage. You regain hit points equal to the amount of radiant damage dealt. Any attacks from you or allies that hit the creature deal an additional 1d6 radiant damage, and the attacker regains hit points equal to the radiant damage dealt.

At the end of its turn, an affected creature can make another Charisma saving throw to end the effects early. The effects otherwise last for 1 minute.

You can use this ability once per long rest. Once during a short rest, you may choose to expend five hit dice to regain a single use of this ability.

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