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Self Sacrifice

Life is an ancient power. Those who preserve it are called healers, and those who share it are the barbarians on the Path of Self-Sacrifice. When their allies get hurt in their presence, these barbarians focus their inner rage on the forces of vitality and learn to recover their health through their emotions. Their main purpose is to preserve life and to share it with others. They keep smiling even after they get hurt, so long as they can keep their friends from harm.

Essence of Life

Starting when you choose this path at 3rd level, your emotions flow through the essence of life around you, collecting this essence within you. When you rage, you can choose to gain temporary hit points equal to 1d4 + your Constitution modifier.

The temporary hit points gained by this feature increase to 1d6 + your Constitution modifier at 6th level, to 1d8 + your Constitution modifier at 12th level, to 1d12 + your Constitution modifier at 17th level.

Power of the Survivor

Starting at 6th level, your connection to the essence of life bolsters your body and flexes your muscles each time you attack. Each time you heal a creature while raging, your Rage Damage increases by 2 until your rage ends.

Share the Life Within

At 6th level, you gain the ability to share your vitality with the people around you. As a bonus action, you can touch a creature within 5 feet of you. The creature regains a number of hit points equal to half of your current hit points, and you take the same amount of necrotic damage. This damage cannot be lowered by any means. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

You cannot use this feature to restore the hit points of a creature if you have one hit point or less, as your life force is barely enough to sustain yourself.

You can also sacrifice your life force to cleanse disease by using this feature. By dealing 10 necrotic damage to yourself, you can cast the lesser restoration spell, requiring no components. Once you use this feature to ward off disease, you must finish a long rest to use it in this way again.

Swift Rescue

At 10th level, you can react to prevent harm to others. When an ally within 15 feet of you takes damage, you can use your reaction to jump to take your ally’s place, pushing the ally to the nearest unoccupied space within 5 feet of it. By doing so, you take the damage instead. If the ally is not willing, you must succeed on a Strength (Athletics) check contested by a Strength (Athletics) or a Dexterity (Acrobatics) check made by the ally.

Harm to Heal

At 14th level, you learn how to turn the pain of others into relief. When you take damage while raging, you can use your reaction to touch an ally within 5 feet of you and restore a number of its hit points equal to half of the damage you take.

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