Path of Tranquility
Barbarians who follow the Path of Tranquility embrace a zen philosophy of restraint and moderation, much in contrast with their furious brethren. Embraced by the fey and called “the serene,” these barbarians are calm, tactical warriors who issue swift retaliation instead of violent assaults. At their pinnacle, the serene are one with nature and with themselves, entering flow states at will to dispatch their foes with dispassionate precision.
Level 3: Mantra
Taking the Dodge action on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.
Level 3: Anticipate
Whenever you do not make an attack roll on your turn, you prepare yourself for blows. Until the start of your next turn, whenever a creature makes a melee attack against you, you can use your reaction to make one melee weapon attack against that creature.
Level 6: Battle Trance
Whenever you use your reaction to make an attack, you can make two attacks instead.
Level 10: Tranquility
You can chant calming verses to entice, relieve, and protect those around you. You can cast the calm emotions, enthrall, and sanctuary spells once each, without expending spell slots or components, and regain the ability to do so when you finish a long rest. You can cast these spells while you are raging. Your spell save DC for these spells is 8 + your proficiency bonus + your Constitution modifier.
Level 14: Zen State
Whenever a creature misses you with a melee attack, you gain a +2 bonus to your Armor Class, up to a maximum of +6. This bonus resets to 0 if you take damage or at the start of your turn.

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