@@ -1,7 +1,58 @@
from . features import Feature
from . features import Feature , FeatureSelector
from . . import ( weapons , armor )
# PHB
class Rage ( Feature ) :
""" In battle, you fight with primal ferocity. On your turn, you can enter a
rage as a bonus action. While raging, you gain the following benefits if
you aren’ t wearing heavy armor:
--You have advantage on Strength checks and
Strength saving throws.
--When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that increases as you gain
levels as a barbarian, as shown in the Rage Damage column of the Barbarian
table.
--You have resistance to bludgeoning, piercing, and slashing
damage.
If you are able to cast spells, you can’ t cast them or concentrate on them
while raging. Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’ t attacked a hostile
creature since your last turn or taken damage since then. You can also end
your rage on your turn as a bonus action. Once you have raged the number of
times shown for your barbarian level in the Rages column of the Barbarian
table, you must finish a long rest before you can rage again
"""
_name = " Rage "
source = " Barbarian "
@property
def name ( self ) :
level = self . owner . Barbarian . level
num = 2
if level > = 3 :
num = 3
if level > = 6 :
num = 4
if level > = 12 :
num = 5
if level > = 17 :
num = 6
if level > = 20 :
num = 100
damage = ' +2 '
if level > = 9 :
damage = " +3 "
if level > = 16 :
damage = " +4 "
return self . _name + " ( {:s} , {:d} x/LR) " . format ( damage , num )
class UnarmoredDefenseBarbarian ( Feature ) :
""" While you are not wearing any armor, your Armor Class equals 10 + your
Dexterity modifier + your Constitution modifier. You can use a shield and
@@ -14,6 +65,39 @@ class UnarmoredDefenseBarbarian(Feature):
source = ' Barbarian '
class RecklessAttack ( Feature ) :
""" Starting at 2nd level, you can throw aside all concern for defense to
attack with fierce desperation. When you make your first attack on your
turn, you can decide to attack recklessly. Doing so gives you advantage on
melee weapon attack rolls using Strength during this turn, but attack rolls
against you have advantage until your next turn
"""
name = " Reckless Attack "
source = " Barbarian "
class DangerSense ( Feature ) :
""" At 2nd level, you gain an uncanny sense of when things nearby aren’ t as
they should be, giving you an edge when you dodge away from danger. You
have advantage on Dexterity saving throws against effects that you can see,
such as traps and spells. To gain this benefit, you can’ t be blinded,
deafened, or incapacitated.
"""
name = " Danger Sense "
source = " Barbarian "
class ExtraAttackBarbarian ( Feature ) :
""" Beginning at 5th level, you can attack twice, instead of once, whenever you
take the Attack action on your turn.
"""
name = " Extra Attack (2x) "
source = " Barbarian "
class FastMovement ( Feature ) :
""" Starting at 5th level, your speed increases by 10 feet while you aren’ t
wearing heavy armor.
@@ -21,3 +105,763 @@ class FastMovement(Feature):
"""
name = " Fast Movement "
source = " Barbarian "
class FeralInstinct ( Feature ) :
""" By 7th level, your instincts are so honed that you have advantage on
initiative rolls. Additionally, if you are surprised at the beginning of
combat and aren’ t incapacitated, you can act normally on your first turn,
but only if you enter your rage before doing anything else on that turn.
"""
name = " Feral Instinct "
source = " Barbarian "
class BrutalCritical ( Feature ) :
""" Beginning at 9th level, you can roll one additional weapon damage die when
determining the extra damage for a critical hit with a melee attack. This
increases to two additional dice at 13th level and three additional dice at
17th level.
"""
name = " Brutal Critical "
source = " Barbarian "
class RelentlessRage ( Feature ) :
""" Starting at 11th level, your rage can keep you fighting despite grievous
wounds. If you drop to 0 hit points while you’ re raging and don’ t die
outright, you can make a DC 10 Constitution saving throw. If you succeed,
you drop to 1 hit point instead. 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.
"""
name = " Relentless Rage "
source = " Barbarian "
class PersistentRage ( Feature ) :
""" Beginning at 15th level, your rage is so fierce that it ends early only if
you fall unconscious or if you choose to end it.
"""
name = " Persistent Rage "
source = " Barbarian "
class IndomitableMight ( Feature ) :
""" Beginning at 18th level, if your total for a Strength check is less than
your Strength score, you can use that score in place of the total.
"""
name = " Indomitable Might "
source = " Barbarian "
class PrimalChampion ( Feature ) :
""" At 20th level, you embody the power of the wilds. Your Strength and
Constitution scores increase by 4. Your maximum for those scores is now 24.
"""
name = " Primal Champion "
source = " Barbarian "
# Berserker
class Frenzy ( Feature ) :
""" Starting when you choose this path at 3rd level, you can go into a frenzy
when you rage. If you do so, for the duration of your rage you can make a
single melee weapon attack as a bonus action on each of your turns after
this one. When your rage ends, you suffer one level o f exhaustion (as
described in appendix A)
"""
name = " Frenzy "
source = " Barbarian (Berserker) "
class MindlessRage ( Feature ) :
""" Beginning at 6th level, you can’ t be charmed or frightened while raging. If
you are charmed or frightened when you enter your rage, the effect is
suspended for the duration of the rage.
"""
name = " Mindless Rage "
source = " Barbarian (Berserker) "
class IntimidatingPresence ( Feature ) :
""" Beginning at 10th level, you can use your action to frighten someone with
your menacing presence. When you do so, choose one creature that you can
see within 30 feet of you. If the creature can see or hear you, it must
succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus +
your Charisma modifier) or be frightened of you until the end of your next
turn. On subsequent turns, you can use your action to extend the duration
of this effect on the frightened creature until the end of your next
turn. This effect ends if the creature ends its turn out of line of sight
or more than 60 feet away from you. If the creature succeeds on its saving
throw, you can ' t use this feature on that creature again for 24 hours.
"""
name = " Intimidating Presence "
source = " Barbarian (Berserker) "
class Retaliation ( Feature ) :
""" Starting at 14th level, when you take damage from a creature that is within
5 feet of you. you can use your reaction to make a melee weapon attack
against that creature.
"""
name = " Retaliation "
source = " Barbarian (Berserker) "
# Totem Warrior
class SpiritSeeker ( Feature ) :
""" Yours is a path that seeks attunement with the natural world, giving you a
kinship with beasts. At 3rd level when you adopt this path, you gain the
ability to cast the beast sense and speak with animals spells, but only as
rituals, as described in chapter 10 of PHB.
"""
name = " Spirit Seeker "
source = " Barbarian (Totem Warrior) "
class BearSpirit ( Feature ) :
""" While raging, you have resistance to all damage except psychic damage. The
spirit of the bear makes you tough enough to stand up to any punishment.
"""
name = " Totem Spirit (Bear) "
source = " Barbarian (Totem Warrior) "
class EagleSpirit ( Feature ) :
""" While you ' re raging and aren’ t wearing heavy armor, other creatures have
disadvantage on opportunity attack rolls against you, and you can use the
Dash action as a bonus action on your turn. The spirit of the eagle makes
you into a predator who can weave through the fray with ease.
"""
name = " Totem Spirit (Eagle) "
source = " Barbarian (Totem Warrior) "
class WolfSpirit ( Feature ) :
""" While you ' re raging, your friends have advantage on melee attack rolls
against any creature within 5 feet of you that is hostile to you. The
spirit of the wolf makes you a leader of hunters
"""
name = " Totem Spirit (Wolf) "
source = " Barbarian (Totem Warrior) "
class ElkSpirit ( Feature ) :
""" While you ' re raging and aren ' t wearing heavy armor, your walking speed
increases by 15 feet. The spirit of the elk makes you extraordinarily swift
"""
name = " Totem Spirit (Elk) "
source = " Barbarian (Totem Warrior) "
class TigerSpirit ( Feature ) :
""" While raging, you can add 10 feet to your long jump distance and 3 feet to
your high jump distance. The spirit of the tiger empowers your leaps
"""
name = " Totem Spirit (Tiger) "
source = " Barbarian (Totem Warrior) "
class TotemSpirit ( FeatureSelector ) :
"""
Select a Totem Spirit from one of the following under feature_choices in
your .py file:
bear spirit
eagle spirit
wolf spirit
elk spirit
tiger spirit
"""
options = { ' bear spirit ' : BearSpirit ,
' eagle spirit ' : EagleSpirit ,
' wolf spirit ' : WolfSpirit ,
' elk spirit ' : ElkSpirit ,
' tiger spirit ' : TigerSpirit }
name = " Totem Spirit (Select One) "
source = " Barbarian (Totem Warrior) "
class BearAspect ( FeatureSelector ) :
""" You gain the might of a bear. Your carrying capacity (including maximum
load and maximum lift) is doubled, and you have advantage on Strength
checks made to push, pull, lift, or break objects.
"""
name = " Aspect of the Beast (Bear) "
source = " Barbarian (Totem Warrior) "
class EagleAspect ( FeatureSelector ) :
""" You gain the eyesight of an eagle. You can see up to 1 mile away with no
difficulty, able to discern even fine details as though looking at
something no more than 100 feet away from you. Additionally, dim light
doesn ' t impose disadvantage on your Wisdom (Perception) checks.
"""
name = " Aspect of the Beast (Eagle) "
source = " Barbarian (Totem Warrior) "
class WolfAspect ( FeatureSelector ) :
""" You gain the hunting sensibilities of a wolf. You can track other creatures
while traveling at a fast pace, and you can move stealthily while traveling
at a normal pace (see chapter 8 for rules on travel pace).
"""
name = " Aspect of the Beast (Wolf) "
source = " Barbarian (Totem Warrior) "
class ElkAspect ( FeatureSelector ) :
""" Whether mounted or on foot , your travel pace is doubled, as is the travel
pace of up to ten companions while they ' re within 60 feet of you and you ' re
not inca- pacitated (see chapter 8 in the Player ' s Handbook for more
information about travel pace). The elk spirit helps you roam far and fast
"""
name = " Aspect of the Beast (Elk) "
source = " Barbarian (Totem Warrior) "
class TigerAspect ( FeatureSelector ) :
""" You gain proficiency in two skills from the fol- lowing list: Athletics,
Acrobatics, Stealth, and Survival. The cat spirit hones your survival
instincts
"""
name = " Aspect of the Beast (Tiger) "
source = " Barbarian (Totem Warrior) "
class BeastAspect ( FeatureSelector ) :
""" Select an Aspect of the Beast from one of the following under
feature_choices in your .py file:
bear aspect
eagle aspect
wolf aspect
elk aspect
tiger aspect
"""
options = { ' bear aspect ' : BearAspect ,
' eagle aspect ' : EagleAspect ,
' wolf aspect ' : WolfAspect ,
' elk aspect ' : ElkAspect ,
' tiger aspect ' : TigerAspect }
name = " Aspect of the Beast (Select One) "
source = " Barbarian (Totem Warrior) "
class SpiritWalker ( Feature ) :
""" At 10th level, you can cast the commune with nature spell, but only as a
ritual. When you do so, a spiritual version of one of the animals you chose
for Totem Spirit or Aspect of the Beast appears to you to convey the
information you seek.
"""
name = " Spirit Walker "
source = " Barbarian (Totem Warrior) "
class BearAttunement ( Feature ) :
""" While you’ re raging, any creature within 5 feet o f you that’ s hostile to
you has disadvantage on attack rolls against targets other than you or
another character with this feature. An enemy is immune to this effect if
it can’ t see or hear you or if it can’ t be frightened.
"""
name = " Totemic Attunement (Bear) "
source = " Barbarian (Totem Warrior) "
class EagleAttunement ( Feature ) :
""" While raging, you have a flying speed equal to your current walking
speed. This benefit works only in short bursts; you fall if you end your
turn in the air and nothing else is holding you aloft.
"""
name = " Totemic Attunement (Eagle) "
source = " Barbarian (Totem Warrior) "
class WolfAttunement ( Feature ) :
""" Wolf. While you’ re raging, you can use a bonus action on your turn to knock
a Large or smaller creature prone when you hit it with melee weapon attack.
"""
name = " Totemic Attunement (Wolf) "
source = " Barbarian (Totem Warrior) "
class ElkAttunement ( Feature ) :
""" While raging, you can use a bonus action during your move to pass through
the space of a Large or smaller creature. That creature must succeed on a
Strength saving throw (DC 8 + your Strength bo- nus + your proficiency
bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your
Strength modifier
"""
name = " Totemic Attunement (Elk) "
source = " Barbarian (Totem Warrior) "
class TigerAttunement ( Feature ) :
""" While you ' re raging, if you move at least 20 feet in a straight line toward
a Large or smaller target right before making a melee weapon attack against
it, you can use a bonus action to make an additional melee weapon attack
against it
"""
name = " Totemic Attunement (Tiger) "
source = " Barbarian (Totem Warrior) "
class TotemicAttunement ( FeatureSelector ) :
""" Select a Totemic Attunement from one of the following under feature_choices
in your .py file:
bear attunement
eagle attunement
wolf attunement
elk attunement
tiger attunement
"""
options = { ' bear attunement ' : BearAttunement ,
' eagle attunement ' : EagleAttunement ,
' wolf attunement ' : WolfAttunement ,
' elk attunement ' : ElkAttunement ,
' tiger attunement ' : TigerAttunement }
name = " Totemic Attunement (Select One) "
source = " Barbarian (Totem Warrior) "
# Battlerager
class BattleragerArmor ( Feature ) :
""" When you choose this path at 3rd level, you gain the ability to use spiked
armor (see the " Spiked Armor " sidebar in SCAG) as a weapon. While you are
wearing spiked armor and are raging, you can use a bonus action to make one
melee weapon attack with your armor spikes against a target within 5 feet
of you. If the attack hits , the spikes deal ld4 piercing damage. You use
your Strength modifier for the attack and damage rolls. Additionally, when
you use the Attack action to grapple a creature, the target takes 3
piercing damage if your grapple check succeeds.
"""
name = ' Battlerager Armor '
source = " Barbarian (Battlerager) "
class RecklessAbandon ( Feature ) :
""" Beginning at 6th level, when you use Reckless Attack while raging, you also
gain temporary hit points equal to your Constitution modifier (minimum of
1). They vanish if any of them are left when your rage ends .
"""
name = " Reckless Abandon "
source = " Barbarian (Battlerager) "
class BattleragerCharge ( Feature ) :
""" Beginning at 10th level, you can take the Dash action as a bonus action
while you are raging.
"""
name = " Battlerager Charge "
source = " Barbarian (Battlerager) "
class SpikedRetribution ( Feature ) :
""" Starting at 14th level, when a creature within 5 feet of you hits you with
a melee attack, the attacker takes 3 piercing damage if you are raging,
aren ' t incapacitated, and are wearing spiked armor.
"""
name = " Spiked Retribution "
source = " Barbarian (Battlerager) "
# Ancestral Guardian
class AncestralProtectors ( Feature ) :
""" Starting when you choose this path at 3rd level, spectral warriors appear
when you enter your rage. While you’ re raging, the first creature you hit
with an attack on your turn becomes the target of the warriors, which
hinder its attacks. Until the start ofyour next turn, that target has
disadvantage on any attack roll that isn’ t against you, and when the target
hits a creature other than you with an attack, that creature has resistance
to the damage dealt by the attack. The effect on the target ends early
ifyour rage ends
"""
name = " Ancestral Protectors "
source = " Barbarian (Ancestral Guardian) "
class SpiritShield ( Feature ) :
""" Beginning at 6th level, the guardian spirits that aid you can provide
supernatural protection to those you defend. If you are raging and another
creature you can see within 30 feet of you takes damage, you can use your
reaction to reduce that damage by 2d6.
When you reach certain levels in this class. you can reduce the damage by
more: by 3d6 at 10th level and by 4d6 at 14th level.
"""
_name = " Spirit Shield "
source = " Barbarian (Ancestral Guardian) "
@property
def name ( self ) :
level = self . owner . Barbarian . level
damage = " (2d6) "
if level > = 10 :
damage = " (3d6) "
if level > = 14 :
damage = " (4d6) "
return self . _name + damage
class ConsultTheSpirits ( Feature ) :
""" At 10th level, you gain the ability to consult with your ancestral
spirits. When you do so, you cast the augury or clairvoyance spell, without
using a spell slot or material components. Rather than creating a spherical
sensor, this use of clairvoyance invisibly summons one Of your ancestral
spirits to the chosen location. Wisdom is your spellcasting ability for
these spells. After you cast either spell in this way, you can’ t use this
feature again until you finish a short or long rest
"""
name = " Consult the Spirits "
source = " Barbarian (Ancestral Guardian) "
class VengefulAncestors ( Feature ) :
""" At 14th level, your ancestral spirits grow powerful enough to
retaliate. When you use your Spirit Shield to reduce the damage of an
attack, the attacker takes an amount of force damage equal to the damage
that your Spirit Shield prevents.
"""
name = " VengefulAncestors "
source = " Barbarian (Ancestral Guardian) "
# Storm Herald
class DesertAura ( Feature ) :
""" Starting at 3rd level, you emanate a stormy, magical aura while you
rage. The aura extends 10 feet from you in every direction, but not through
total cover. Your aura has an effect that activates when you enter your
rage, and you can activate the effect again on each of your turns as a
bonus action.
Choose desert, sea, or tundra. Your aura’ s effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura ' s effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
**Desert**: When this effect is activated, all other creatures in your
aura take 2 fire damage each. The damage increases when you reach certain
levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at
15th level, and 6 at 20th level.
"""
name = " Storm Aura (Desert) "
source = " Barbarian (Storm Herald) "
class SeaAura ( Feature ) :
""" Starting at 3rd level, you emanate a stormy, magical aura while you
rage. The aura extends 10 feet from you in every direction, but not through
total cover. Your aura has an effect that activates when you enter your
rage, and you can activate the effect again on each of your turns as a
bonus action.
Choose desert, sea, or tundra. Your aura’ s effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura ' s effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
**Sea**: When this effect is activated, you can choose one other creature
you can see in your aura. The target must make a Dexterity saving
throw. The target takes 1d6 lightning damage on a failed save, or half as
much dam- age on a successful one. The damage increases when you reach
certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th
level, and 4d6 at 20th level.
"""
name = " Storm Aura (Sea) "
source = " Barbarian (Storm Herald) "
class TundraAura ( Feature ) :
""" Starting at 3rd level, you emanate a stormy, magical aura while you
rage. The aura extends 10 feet from you in every direction, but not through
total cover. Your aura has an effect that activates when you enter your
rage, and you can activate the effect again on each of your turns as a
bonus action.
Choose desert, sea, or tundra. Your aura’ s effect depends on that chosen
environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura ' s effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu-
tion modifier.
**Tundra**: When this effect is activated, each creature of your choice in
your aura gains 2 temporary hit points, as icy spirits inure it to
suffering. The temporary hit points increase when you reach certain levels
in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th
level, and 6 at 20th level.
"""
name = " Storm Aura (Tundra) "
source = " Barbarian (Storm Herald) "
class StormAura ( FeatureSelector ) :
"""
Select a Storm Aura from one of the following under feature_choices in
your .py file:
desert
sea
tundra
"""
options = { ' desert ' : DesertAura ,
' sea ' : SeaAura ,
' tundra ' : TundraAura }
name = " Storm Aura (Select One) "
source = " Barbarian (Storm Herald) "
class DesertSoul ( Feature ) :
""" At 6th level, the storm grants you benefits even when your aura isn’ t
active. The benefits are based on the environment you chose for your
Storm Aura.
**Desert**: You gain resistance to fire damage, and you don’ t suffer the
effects of extreme heat, as described in the Dungeon Master’ s
Guide. Moreover, as an action, you can touch a flammable object that isn’ t
being worn or carried by anyone else and set it on fire
"""
name = " Storm Soul (Desert) "
source = " Barbarian (Storm Herald) "
class SeaSoul ( Feature ) :
""" At 6th level, the storm grants you benefits even when your aura isn’ t
active. The benefits are based on the environment you chose for your
Storm Aura.
**Sea**: You gain resistance to lightning damage, and
you can breathe underwater. You also gain a swimming speed of 30 feet.
"""
name = " Storm Soul (Sea) "
source = " Barbarian (Storm Herald) "
class TundraSoul ( Feature ) :
""" At 6th level, the storm grants you benefits even when your aura isn’ t
active. The benefits are based on the environment you chose for your
Storm Aura.
**Tundra**: You gain resistance to cold damage, and you don’ t suffer the
effects of extreme cold, as described in the Dungeon Master’ s
Guide. Moreover, as an action, you can touch water and turn a 5-foot cube
Of it into ice, which melts after 1 minute. This action fails if a creature
is in the cube
"""
name = " Storm Soul (Tundra) "
source = " Barbarian (Storm Herald) "
class StormSoul ( FeatureSelector ) :
""" Select a Storm Soul (same as Soul Aura) from one of the following under
feature_choices in your .py file:
desert
sea
tundra
"""
options = { ' desert ' : DesertSoul ,
' sea ' : SeaSoul ,
' tundra ' : TundraSoul }
name = " Storm Soul (Select One) "
source = " Barbarian (Storm Herald) "
class ShieldingStorm ( Feature ) :
""" At 10th level, you learn to use your mastery of the storm to protect
others. Each creature of your choice has the damage resistance you gained
from the Storm Soul fea ture while the creature is in your Storm Aura.
"""
name = " Shielding Storm "
source = " Barbarian (Storm Herald) "
class RagingDesert ( Feature ) :
""" At 14th level, the power of the storm you channel grows mightier, lashing
out at your foes. The effect is based on the environment you chose for your
Storm Aura
**Desert**: Immediately after a creature in your aura hits you with an
attack, you can use your reaction to force that creature to make a
Dexterity saving throw. On a failed save, the creature takes fire damage
equal to half your barbarian level.
"""
name = " Raging Storm (Desert) "
source = " Barbarian (Storm Herald) "
class RagingSea ( Feature ) :
""" At 14th level, the power of the storm you channel grows mightier, lashing
out at your foes. The effect is based on the environment you chose for your
Storm Aura
**Sea**: When you hit a creature in your aura with an attack, you can use
your reaction to force that creature to make a Strength saving throw. On a
failed save, the creature is knocked prone, as if struck by a wave.
"""
name = " Raging Storm (Sea) "
source = " Barbarian (Storm Herald) "
class RagingTundra ( Feature ) :
""" At 14th level, the power of the storm you channel grows mightier, lashing
out at your foes. The effect is based on the environment you chose for your
Storm Aura
**Tundra**: Whenever the effect of your Storm Aura is ac- tivated, you can
choose one creature you can see in the aura. That creature must succeed on
a Strength saving throw, or its speed is reduced to 0 until the start of
your next turn, as magical frost covers it
"""
name = " Raging Storm (Tundra) "
source = " Barbarian (Storm Herald) "
class RagingStorm ( FeatureSelector ) :
""" Select a Raging Storm (same as Soul Aura) from one of the following under
feature_choices in your .py file:
desert
sea
tundra
"""
options = { ' desert ' : RagingDesert ,
' sea ' : RagingSea ,
' tundra ' : RagingTundra }
name = " Raging Storm (Select One) "
source = " Barbarian (Storm Herald) "
# Zealot
class DivineFury ( Feature ) :
""" Starting when you choose this path at 3rd level, you can channel divine
fury into your weapon strikes. While you’ re raging, the first creature you
hit on each of your turns with a weapon attack takes extra damage equal to
1d6 + half your barbarian level. The extra damage is necrotic or radiant;
you choose the type of damage when you gain this feature.
"""
_name = " Divine Fury "
source = " Barbarian (Zealot) "
@property
def name ( self ) :
level = self . owner . Barbarian . level
damage = " (1d6+ {:d} ) " . format ( level / / 2 )
return self . _name + damage
class WarriorOfTheGods ( Feature ) :
""" At 3rd level, your soul is marked for endless battle. If a spell, such as
raise dead, has the sole effect of restoring you to life (but not
undeath), the caster doesn’ t need material components to cast the spell
on you
"""
name = " Warrior of the Gods "
source = " Barbarian (Zealot) "
class FanaticalFocus ( Feature ) :
""" Starting at 6th level, the divine power that fuels your rage can protect
you. If you fail a saving throw while you’ re raging, you can reroll it, and
you must use the new roll. You can use this ability only once per rage.
"""
name = " Fanatical Focus "
source = " Barbarian (Zealot) "
class ZealousPresence ( Feature ) :
""" At 10th level, you learn to channel divine power to in- spire zealotry in
others. As a bonus action, you unleash a battle cry infused with divine
energy. Up to ten other creatures of your choice within 60 feet ofyou that
can hear you gain advantage on attack rolls and saving throws until the
start of your next turn. Once you use this feature, you can’ t use it again
until you finish a long rest
"""
name = " Zealous Presence "
source = " Barbarian (Zealot) "
class RageBeyondDeath ( Feature ) :
""" Beginning at 14th level, the divine power that fuels your rage allows you
to shrug off fatal blows. While you’ re raging, having 0 hit points doesn’ t
knock you unconscious. You still must make death saving throws, and you
suffer the normal effects of taking damage while at 0 hit points. However,
if you would die due to failing death saving throws, you don ' t die until
your rage ends, and you die then only if you still have 0 hit points.
"""
name = " Rage Beyond Death "
source = " Barbarian (Zealot) "