Path of the Inner Beast (5e Subclass)
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Path of the Inner Beast
This barbarian subclass is based on the Warrior job from Final Fantasy XIV.
In the heart of every man there lurks a wellspring of primal power and a core of raw, unbridled rage. This is the inner beast, and though many civilized folk have forgotten its existence, its strength and ferocity are what allowed early humanoids to survive in the barren, inhospitable wilderness. Those few who learn to tap into their inner beast become fearsome juggernauts on the battlefield, able to reinvigorate themselves by felling foes, evade attacks with preternatural ease, and convert their anger into raw, untamed power.
At 3rd level, you have learned to increase your vitality by drawing upon your inner beast. Whenever you enter a rage, you gain temporary hit points equal to your barbarian level plus your Constitution modifier. These temporary hit points last until your rage ends, or until you spend them to activate Fell Cleave or Decimate.
- Fell Cleave
At 3rd level, you have learned to channel the power of your inner beast into a mighty swing. When you successfully hit an enemy with a melee weapon attack while raging and you still have some of the temporary hit points granted by Defiance, you may inflict extra damage equal to the value of your remaining temporary hit points.
Using this feature immediately depletes all of your remaining temporary hit points. Temporary hit points granted by any other source cannot be used to activate this feature. You cannot use Fell Cleave on the same turn that you enter your rage.
- Thrill of Battle
By 6th level, your inner beast reinvigorates you whenever you deal a grievous blow to an enemy. While raging, you may use a bonus action to replenish the temporary hit points granted by your Defiance feature whenever you score a critical hit with a melee weapon or reduce an enemy to 0 hit points with one.
- Raw Intuition
By 10th level, your inner beast heightens your awareness to the point where you can dodge and parry attacks almost instinctively. While raging, all melee attacks made against you have disadvantage. If you are hit by a melee weapon attack, you may use a reaction to reduce the damage you take by 2d6.
By 14th level, your control over the inner beast has reached a point where you can convert your rage into a blast of pure energy. If you are raging and you still have some of the temporary hit points granted by your Defiance feature, you may use an action to force all creatures within a 10-foot radius of yourself to make a Dexterity saving throw, taking force damage equal to the value of your remaining temporary hit points on a failed save, or half as much damage on a successful one.
Using this feature immediately depletes your remaining temporary hit points. Temporary hit points granted by any other source cannot be used to activate this feature. You cannot use Decimate on the same turn that you enter your rage.
The saving throw DC for this feature equals 8 + your proficiency bonus + your Constitution modifier.