The Hopebringer
Most great forces, entities, and deities are prone to making mistakes, losing their standing in the process. In other words, everything can be defeated; everything but hope. When you walk the Path of the Hopebringer, mystical forces shrouded in and armed with hope assist you on your journeys as you keep hope alive and carry it in your heart to shine upon others. With your guidance, you and your allies always preserve the hope in your hearts and (eventually) prevail.
Persevere
When you arrive at a battlefield and initiate a fight, you rekindle the flame of hope within the hearts of your allies, reminding them that this fire shall persevere, even in the darkest of times.
Starting when you choose this path at 3rd level, your friends are filled with hope when fighting alongside you. When you roll for initiative, you and your allies within 30 feet of you gain temporary hit points equal to your barbarian level + your Charisma modifier until the combat ends.
Prevail
Beginning at 6th level, the forces acting through you bless the weapons you wield. Your weapon attacks deal an extra 1d6 radiant damage on a hit. This extra damage die is considered to be part of your weapon damage die for the purposes of determining the extra damage for a critical hit.
Beacon of Hope
Starting at 10th level, your presence in the battlefield encourages your allies to stay strong; even in the face of the hardest of challenges. While you rage, your allies within 30 feet of you have advantage on saving throws.
You can also use this feature to reroll a failed saving throw and must use the new roll. Once you use this feature, you can’t use it again until you finish a short or long rest.
Embodiment of Hope
At 14th level, you become the embodiment of hope. While you rage, you can use your bonus action to undergo fascinating transformations. Golden veins pop out all over your body, inscribing the story of your life in celestial. An angelic halo appears over your head, glowing white. This transformation lasts until your rage ends.
During this transformation, you gain the additional abilities outlined below.
- You shed white bright light in a 10-foot radius and dim light for an additional 10 feet.
- You and your allies within 30 feet of you gain temporary hit points from the Persevere feature as if you rolled again for initiative.
- The damage bonus in the Prevail feature increases to 2d6.
- Your allies within 120 feet of you regain 1 hit point at the start of each of your turns.
- You have advantage on your attack rolls and attacks against you are made with disadvantage.
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