Path of the Immortal Warrior (5e Subclass)
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Path Of The Immortal Warrior
A deep, ancient magic suffuses your body. Should you continue along this path, your flesh will never rest until your resolve is broken, even if your body would fall long before. No harsh condition can stop you, and your wounds are a price you pay for victory.
At 3rd level, when you begin to rage, gain temporary hit points equal to your current hit points. These temporary hit points cannot gain the benefits of any resistance or immunity, and are reduced to 1 when your rage ends if any remains.
At 6th level, as a reaction, when an ally within 10ft of you takes damage, you can choose to restore their hit points at the cost of your own. Your temporary hit points must be spent first, but if you have none remaining you may still sacrifice health. This effect takes place after the ally takes damage and factors in resistance or immunity. The number of hit points restored is equal to the damage your ally takes as a result of the attack that triggers this reaction.
At 10th level, as long as you have temporary hit points, you regain hit points equal to your Constitution modifier (minimum of 1) at the start of each of your turns. This cannot affect temporary hit points - only your base hit points.
At 14th level, your rage reduces your exhaustion by 1 level each time you begin it, and you cannot be instantly killed by any effect - though you may still be dropped directly to 0 hit points by effects such as Quivering Palm. Additionally, as long as you have temporary hit points, you gain double proficiency in Constitution checks and saving throws.