Path of Crash (5e Subclass)

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Path of the Crash[edit]

Wear and Tear

Beginning at 3rd level when you chose this subclass your body has improved regeneration, as you have been in many fights. As a Path of the Crash, your body has adapted and hastened natural healing, allowing your body to heal when needed from injuries. Once per turn, as a bonus action you may heal 1d4+Constitution modifier if you have less than maximum hp at the start of your turn. This healing may be used a number of times equal to your constitution modifier, and recharges on a long rest. You may not use this feature more than your Charisma Modifier + Path of the Crash level per day. At 14th level, you regain maximum charges on a short rest, or a long rest.

Resilient

At level 7, if an attack hits you with a type of damage you are not resistant to: you may use your reaction to become resistant to that type of damage until the start of your next turn. You may use this ability once per long rest. Twice before a long rest at level 14 and 3 times at level 20. Additionally, you gain proficiency in intimidation. If you are already proficient, then you may double your proficiency with intimidation.

Pure Luck

At 10th level you may add an additional 1d8 to your damage roll once per turn. This damage type is based on a d10: 1=acid 2=cold 3=fire 4=force 5=lightning 6=radiant 7=necrotic 8=thunder 9=physic and 10=original type of damage the weapon does.

Retaliate

At 14th level whenever a creature makes a melee weapon attack against you and misses, you may make one attack of opportunity on the creature without using your reaction. You can not use this ability on the same creature twice until the beginning of the next round, however you may attack them twice at the cost of one of them being your reaction.


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