Path of One for All

The world is plagued by random acts of violence and meaningless misery, but you have vowed to be the light in the darkness. In the face of the fiercest foes you have decided to look the four horseman in the face and smile. You are you don't matter, but the as an object to provide comfort to the masses you excel.

You live to inspire your team mates with your unputdownable nature.

"If you feel yourself hitting up against your limit remember for what cause you clench your fists... remember why you started down this path, and let that memory carry you beyond your limit." -All Might

Muscle Form Starting at level 3, you gain your muscle form. Whenever you activate your Rage you are put under the effects of the Enlarge spell. While in this form the only weapons you are proficient with are your unarmed strikes (which now count as Weapon Attacks) as well as unarmed off-hand strikes, grapples, and shove attacks. As well as adding your Strength or Dexterity to these unarmed strikes you may additionally add your Charisma Modifier. When shoving a target you can choose to do Bludgeoning damage equal to 1d4+Charisma Modifier if the target fails. Upon reaching level 9, you add a d6 of Thunder Damage to your unarmed strikes. This will also be the die you use for Brutal Critical. While in your Muscle Form, you gain temporary hit points equal to your rage damage at the start of your turn. When your rage ends, you will remain in muscle form for a number of rounds equal to your Constitution Modifier. Reentering rage will not stack the benefits of Muscle Form.

I Am Here! Starting at level 6, you learn how to inspire your team with your unshakable courage. At the start of your turn before any other saves or damage, you embolden your team mates with a smile causing the following effects: If magically compelled to run away or move toward safety, they will move toward you instead as long as they know where you are.

All team members have advantage on Wisdom saving throws while they keep line of sight with you.

For every round after the first that you maintain this ability consecutively, you gain a stacking temporary hit point bonus bestowed on yourself and team mates within 15ft. It increases by a number equal to your Rage Damage at the end of your turn and is applied at the start of your turn.

Unconscious allies still gain these temporary hit points. If an attack is launched against them but only affects the temporary hit points then they do not fail a death save. Every time you take damage in your Muscle Form, make a concentration save (1d20 + Proficiency Bonus+Constitution). The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. On a failure, the effect ends and is reset at the start of your following turn.

Symbol of Peace Starting at 10th level, you have embraced your identity as an object that the people draw strength from. As such, you can't afford to be knocked down or show fear. If you fail a Wisdom saving throw to resist a spell or effect causing fear while in Muscle Form make a Charisma (Deception) check against the inflicting enemy's Wisdom (Insight). If you succeed, the effects of the attack rebound on the enemy and you make saving throws on its behalf using your stats as if it were you affected. The enemy remains afflicted until you pass the saves or the effect would naturally wear off. If the target is immune to fear this is disregarded as long as you are not. Additionally, if you are downed in combat while in Muscle Form you make your first death saving throw immediately. If it is a success than you gain temporary hit points equal to your Rage Damage. You maintain your rage despite being knocked unconscious. You may use your reaction to get up from prone. Accomplishing either feat gives players in line of sight pseudo-inspiration point which lasts until the end of your rage and can be used to gain advantage on a roll. These points, like normal inspiration, do not stack, but are independent of the inspiration awarded by the Dungeon Master.