Base Class: Barbarian
You refuse to stop, no wound will slow you down and pain only fuels your rage. While your heart beats, the battle is not done.
The Unyielding Barbarian mitigates damage, resists death and retains limited mobility when otherwise incapacitated. Able to endure punishment and taunt foes almost endlessly, this monstrous durability does have it's costs...
Unyeilding Rage
You can no longer use Rage at will. Instead whenever you take damage from an attack (including ranged and spell attacks) you may use your reaction to attempt to enter a rage. You must roll a D20, on a success you enter Unyeilding Rage. The DC is 20- the damage received. Damage over 20 guarentees success.
Unyielding Rage lasts until the end of your next turn. Recieving any damage while raging extends the duration one more turn, but no more than the end of your next 2 turns total.
While raging you have all the effects of a normal rage. But you also add your constituion modifier to the damage of all attacks that hit you and all attacks you successfully make.
Down but not out
Beginning at 14th level, while raging and incapacitated , paralyzed , petrified or unconcious, you may still take any one of the following actions each turn: dodge,help,hide,search, move up to 1/4 your movement or attempt to stabilize yourself, you may also use an item so long as it does not cause hostile effects to any other characters besides yourself.
Unyielding rage is not ended by any of those conditions.
While under any of those conditions you can enter Unyielding Rage normally.
While raging and at or under 0 hitpoints you may make death saving throws as a bonus action. You may make this saving throw in addition to a normal saving throw. Doing so grants you a level of exaustion.
You may add a hit dice to any saving throw roll after you see the result.
Meat Shield
Beginning at 10th level, when taking damage you can use your reaction to roll one of your hit die, the damage is reduced by twice the number rolled. This consumes the hit dice.
While Raging, when a willing character within your movement is taking damage, you can roll a hit dice to reduce the damage. Any remaining damage is dealt to you instead of the character. You move between the target character and the attacker, subtracting that much movement from your next turn. If there is not enough room between the target and the attacker you move next to them.
Come at me!
Starting at 6th level, you may spend a bonus action to make an attack on yourself. If successful Every target you choose who can see you must succeed a wisdom saving throw with a DC equal to your attack roll, or be forced to target you with any action they take until the end of your next turn. This includes actions like movement, which means the target must move toward you.
While raging you can roll a hit die and gain temporary hitpoints equal to the number rolled + proficency + constituion modifer.
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