Barbarian
Base Class: Barbarian

This path is for those who eschew the typical picture of the musclebound thundering tank of a typical barbarian, opting instead for a agility based combat, relying heavily on the barbarian's inherent unarmored defenses as their primary line of defense, but giving up the flexibility of heavier armor skills as they take self-reliance and self-direction to a new level of commitment and advance through the path. Note: the loss of armor proficiencies as they advance down this path cannot be replaced by feats or multiclassing, It is the dedication of the barbarian to this path that empowers it. As such, the barbarian cannot use any feature of this path if they are wearing armor they do not have proficiency for. 

Defiant Fury

Your fear and pain have chained you down for a long time, but now you only feel primal anger against those bindings. The source of the fear now drives you to action. If the source is known to you, you may not use relentless attack upon any other target, and once that target falls your rage will end immediately once the fear condition ends. If no source can be identified, the rage will end on the round following the end of the fear condition's normal effect duration.

In either case, once the rage ends you must make a constitution save with the difficulty of the number of rounds raging or receive a level of exhaustion.

Wardancer

At 3rd level, when you adopt this path, you choose a specific battledance for your additional capabilities. These draw from unknown wellsprings of strength that may be potentially ancestral, elemental or even personally emotional to you. The character permanently loses their heavy armor proficiency at this level

Whatever is chosen there is a visible and physical change relating to your chosen form reflecting that choice, change of hair color, eye color, special patters or symbols on skin etc.

Wardance of Alacrity

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The wardance of Alacrity makes you swift on your feet, nimbly weaving your way through a battle field with ease. and when rushed can simply ignore the conditions (terrain penalties) of the path forward, in a parkour like fashion.

Wardance of Distraction

While you’re raging, your allies have advantage on melee attack rolls against any hostile creature within 5 feet of you as your threatening, aggressive moves force the opponent to keep a wary eye on you and leave opening for your allies, and also grant you the ability to make free melee strike upon an opponent in reach that opts NOT to attack you and attacks another ally.

Wardance of Mobility

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. This dance enhances the acrobatic capabilities of the barbarian, empowering great speed and impossible leaps to their repertoire. allowing many to simply leap over their foes on the battlefield and strike from unexpected directions.

Wardance of Tenacity

While raging, you have resistance to all damage except psychic damage. Your focused will and defiance of fate, makes you tough enough to stand up to any punishment.

The dance focuses the strength of the barbarians rage to act as bulwark against harm (similar to a firewalkers ability to walk on bed of coals) both toughening the barbarians hide and increasing the reflexive capabilities, improving their AC by 2

Wardance of Velocity

While you are raging, your walking speed increases by 15 feet. This blindingly swift sprinting dance grants quick maneuvering on the battlefield, and also grants the ability to use their own weight and momentum to make their first attack after a charge, count. +2 strike and +2 damage after a minimum of 10ft of movement 1/rd.

Fate's Denial

At 6th level, you gain a magical benefit, Your altered perception and commitment to defying fate and so becoming increasingly reliant on oneself alone for your defenses, this has granted you mystical talents drawn from the wellspring of your power, whatever it may be. Choose one aspect that enhances your ability to ward off destiny's plans

The character loses their medium armor proficiency permanently at this level.

Athlete

You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. If already proficient, double proficiency bonus for that skill. Your dedication to the Path now aids you in the perfection of your own body's capabilities. Empowering grace, power and precision to your actions.

Farseer

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. You no longer have a penalty on long range attacks

Juggernaut

You gain the aspect of the Juggernaut. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. and x2 damage against structures and objects (Note this is a magical property and applies to all physical attacks from the barbarian)

Nomad

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). In addition, terrain, environmental and encounter variables are rolled with advantage favoring the travelers. The aura of fate's defiance protects the group and subtly makes their journey easier. But may have unexpected side effects if the inevitable is countered by this ability, (DM call)

Stalker

You gain a predator's instincts . You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace). Survival and Stealth checks are made at advantage.

Battletrance

Your offensive capabilities are precise and measured, balancing your strengths to best effect. You can now either independently apply your dexterity or strength modifier with any melee or thrown attack and damage as desired.

The character permanently loses their light armor proficiency at this level.

Freedom's Gift.

At 14th level, You gain an additional magical benefit chosen from the options below. Your own self-study, sacrifice and experience has opened a new, potent talent to aid your in your travels

Guardian

While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. In addition any attempt to attack anyone other than you triggers a saving throw vs barbarian's level or lose that action.

Hammerfall

While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with any physical attack.

Relentless Charge

While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier. In addition, movement in a straight line of at least 15ft means all targets in the path of the barbarian suffer the same effect.

Skystep

While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. In addition, Barbarian can invoke featherfall on self only 3/day.

Unstoppable

While you’re raging, Difficult Terrain doesn't cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained. Your agility and speed have been enhanced to the point to where your furious advance cannot be slowed or stopped.

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