Barbarian
Base Class: Barbarian

The barbarians who take the path of the Dauntless Vanguard are not those who have settled down and gained some sense. They are still as wild as any, for they have put themselves through punishing training the open up their rages and unlock the hidden potential deep within themselves. Their connection to the lands and primal spirits lends a furious rush through their bodies even while not berserk, their minds becoming hyper-focused and clear.

While many focus on what seems to be a calm, a storm still churns within a Dauntless Vanguard. Their peace is often tinged with a faint pain, a yearning for battle, to test and stretch their limits; this intensity drives their exploits in and out of battles, and has made them both revered icons and vile heels.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Steel Skin

Beginning at 6th level, your brutal physical conditioning has made you ever more durable and resilient, and hardened you against petty and common attacks. You gain an additional one Hit Point per level, and while unarmored the damage you take is reduced by an amount equal to your bonus damage while raging.

Primal instincts

Your connection to the land and primal spirits has grown and strengthened, and has enhanced your senses so that little escapes your notice when you are calm and alert. While not raging, you have Tremorsense, extending out to 30 feet.

Implacable

Your unshakeable resolve and primal vigor makes it incredibly difficult to put you off course. You cannot be Restrained or Grappled, and moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, jagged rocks, or a similar hazard. If a creature within 5 feet of you attempts to force you to move, you may use a reaction to make a Constitution ability check against a Strength ability check by the triggering creature: if your check exceeds the creature's, any damage you take is reduced by 1d10+Consitution modifier and the forced movement is negated, and the triggering creature is Frightened by you until the end of your next turn.

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