Base Class: Barbarian
Taunting Rage
When you choose this path at 3rd level, you can add your Strength Modifier to your Unarmored Defense instead of Dexterity. Additionally, whenever you rage, you can choose to taunt for one minute. If you decline, you can taunt on a future turn as a bonus action. Taunt: a creature must spend it's turn attacking you for the first 1d4 rounds of combat. If it doesn't, it takes Psychic damage equal to your Rage DC and has disadvantage on any attack against an ally.
At 6th level, when a creature within melee range attacks you, it must make a Wisdom saving throw against your rage DC. On a failed save, the creature ends it's turn.
At 10th level, while raging, you gain resistance to all damage except for force damage. Additionally, when you roll Initiative, any number of creatures you choose make a WIS saving throw aginst your Rage DC. On a failed save, they are surprised. You can use this feature a number of times equal to your proficiency bonus and resets after a long rest.
At 14th level, you can block an attack by using your reaction to reduce the damage by 1d12 + your Constitution Modifier. If you reduce the damage to 0 or fewer, you can make a melee attack against the attacking creature if they are within 5 feet of you.
Taunting Rage
When you rage, you can choose to taunt for one minute. If you decline, you can taunt on a future turn as a bonus action. Additionally, you can add your Strength Modifier to your Unarmored Defense instead of your Dexterity.
Taunt: enemies must spend their turn attacking you. If they don't they take Psychic damage equal to your Rage DC and have disadvantage on attacks that target allies.
Difficult Target
Beginning at 6th level, if a creature moves within 5 feet of you, it must make a WIS saving throw. On a failed save, the creature ends it's turn.
Intimidating Warrior
Beginning at 10th level, while raging, you gain resistance to all damage except force damage. Additionally, when you roll initiative, you can choose any number creatures that you can see within 30 feet of you. If the creatures can see and/or hear you, it must succeed on a Wisdom saving throw or be surprised until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus and resets after a long rest.
Deflection
Starting at 14th level, you can use your reaction to reduce the damage taken by 1d12 + your Constitution Modifier. If you reduce the damage to zero, if the attacker is within 5 feet of you, you can make a melee attack against that creature.
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