Animated Armor +2 Constitution, +1 to any other stat of your choice Medium size, 30 ft walking speed Height: 6-8 ft A Hollow Body: Having left your mortality, you are not bound by their constraints.
When you take a long rest, you do not need to sleep. However, to regain health you must perform a ritual over the course of 4 hours to slowly regenerate your armor, and to keep your soul intact.
You do not need to eat, drink, or breathe
You are immune to disease and spells inducing sleep.
You’re resistant to poison damage, and have advantage on saving throws against poison.
You count as a Construct and have vulnerability to Thunder Damage.
As a Construct, all sources of healing outside of yourself is halved. Class features such as Lay On Hands or Second Wind works normally for you.
A Body of Steel: Your ancient armor provides many benefits, but a little help can be appreciated.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
A Knight’s Pride: You gain one skill proficiency and one tool proficiency of your choice, and you can speak, read, and write Common and one other language of your choice Armor of the Soul: The detriments of lacking a mortal body requires to delve into Dark Processes. You gain double the Hit Die. Your Con modifier does not stack when rolling for level-up health.
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Level 1: Rage PHB'24 p51
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage
You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells
You can't maintain Concentration, and you can't cast spells.
Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Level 1: Unarmored Defense PHB'24 p51
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Level 1: Weapon Mastery PHB'24 p52
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Level 2: Danger Sense PHB'24 p52
You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Level 2: Reckless Attack PHB'24 p52
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Level 3: Barbarian Subclass PHB'24 p52
You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 3: Primal Knowledge PHB'24 p52
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Level 4: Ability Score Improvement PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.
Level 5: Extra Attack PHB'24 p53
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Fast Movement PHB'24 p53
Your speed increases by 10 feet while you aren't wearing Heavy armor.
Level 6: Subclass Feature PHB'24 p53
You gain a feature from your Barbarian subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 7: Feral Instinct PHB'24 p53
Your instincts are so honed that you have Advantage on Initiative rolls.
Level 7: Instinctive Pounce PHB'24 p53
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
Level 8: Ability Score Improvement PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Brutal Strike PHB'24 p53
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
Level 10: Subclass Feature PHB'24 p53
You gain a feature from your Barbarian subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 11: Relentless Rage PHB'24 p53
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.
Level 12: Ability Score Improvement PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Improved Brutal Strike PHB'24 p53
You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
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Revised Scarseeker Barbarian
Revised Scarseeker Barbarian, Changed by Pyrrhos Many people believe the best told stories are through the words of a manuscript. Others believe they are best told from the songs and tales of a travelling bard. Some look to the world itself, seeking answers in the skies and earth. There are some, however, that believe that one’s own body tells the best stories. Be it an inherent thirst for the fields of battle, a masochistic high, a prophecy of a valhalla after falling in battle, or simply a death wish, Scar Seekers thrive on the edge of life and death, letting their bodies tell tales of their own for years to come. Fight Through the Pain
Starting at 3rd level, while you're raging and are hit by a weapon or natural weapon attack, but before damage is rolled, you may choose to lean into the incoming strike, disregarding the Resistance given by your Rage and instead taking the full damage. After the attack is resolved, you gain a number of temporary hp equal half the amount of damage that attack dealt to your non-temporary hitpoints.
While you have temporary hitpoints granted by
Fight Through the Pain, you deal additional damage on attacks equal to your current temporary hp granted by Fight Through the Pain.
These temporary hitpoints automatically expire when you stop raging, also removing the extra damage they grant.
Give it Your All
Starting at 6th level, you can choose to proclaim yourself as a testament to your body’s endurance. As a Bonus Action you open your guard as test to your own mettle. Every enemy who can see you and is capable of attacking you may make a weapon or natural weapon attack with you as the only target. If you survive the onslaught, you automatically gain temporary hitpoints equal to half the total damage taken as if it were one source, for Fight Through the Pain. You cannot use this feature again until after you finish a Short Rest or Long Rest.
Don't Fear the Reaper
Starting 10th level, whenever you complete a Long Rest you gain the effect of the spell Death Ward, with a special Duration of "until you finish another long rest."
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Faction Boons 1st Level Boon
You gain a permanent +5 HP to your total hit points. Every time you level up, when rolling HP, you gain an additional 1 hit point. You gain a free feat of your choice.
Tough
PHB'24
p202
Origin Feat
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
3rd Level Boon
You gain an additional 10ft of movement. You gain a free feat of your choice.
Sentinel
PHB'24
p207
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
Halt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.
Alert
PHB'24
p200
Origin Feat
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
6th Level Boon
You gain a +2 or two +1 Stat Increase to any of your stats, to a maximum of 20. You gain a free feat of your choice.
Mage Slayer
PHB'24
p205
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Concentration Breaker. When you damage a creature that is Concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.
Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
10th Level Boon
You gain an Epic Boon of your choice. You gain a free feat of your choice
Boon of Combat Prowess
PHB'24
p210
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn.
Great Weapon Master
PHB'24
p204
General Feat (Prerequisites: Level 4+, Strength 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.
Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Level 4 ASI: +1 Dex + 1 CON
Level 8 ASI: + 1 Dex + 1 CON
Features & Traits