Base Class: Barbarian
To some Barbarians, Raging is an outlet of anger: lashing out at whatever looks like an enemy. And to some, this proves to be quite effective. However, some individuals are able to channel their Rage and turn it into a defensive wall, able to repel the mightiest of attacks. These Barbarians possess willpower strong enough to turn it into something tangible; more than just wrath, but endless resolve to see the other side of whatever situations they find themselves in.
Tough Skin
At third level, your anger acts as a barrier, protecting you from some damage. When you enter a Rage, Chose one of the following damage types: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. You gain resistance to the selected type for the duration of your Rage. If you are already resistant to the chosen type, you instead gain full immunity to this type during your Rage.
In addition, you take less damage from all sources while Raging. Once per turn, you can prevent 1d4+ your Constitution modifier worth of damage each time you take damage, but you cannot take less than 1 point of damage. The number of d4s increases as you level up: 2d4 at level 6, 3d4 at level 10, and 4d4 at level 14.
You'll Have to get Through Me First
Beginning at sixth level, your protective rage begins to extend towards others. As a reaction while you still have movement left, you can move in front of an attack towards a creature you can see. Doing so imposes disadvantage on the attack roll, and makes you the target of the attack rather than the creature you chose. The range of this reaction is equal to half your remaining movement speed. You can take this reaction when you see an attack aimed at another creature, but before the outcome of the roll. You can move to any space between the attacker and their target, such as in the path of an arrow or the reach of a halberd. If you cannot be within the direct path, being within melee distance works just as effectively.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.
Might of the Barrier
At tenth level, your protective rage can be channeled into a powerful battle cry. When you enter a Rage, or as a bonus action while Raging, you can unleash a Protective Battle Cry. When you do, all creatures of your choice within 30 feet of you that can hear you receive disadvantage on all melee attack rolls towards any creatures of your choice until your Rage ends. Additionally, during your Protective Battle Cry, all creatures of your choice other than you gain the effects of half cover when within 15 feet of you, and the effects of three-quarters cover when within 5 feet of you.
You can use your Protective Battle Cry once per short rest. Anything that might remove a level of exhaustion will also replenish the use of this effect.
Soul of the Unbreakable Diamond
At level 14, you’ve received enough scars to truly take damage and keep going. You no longer need to be Raging to benefit from the damage resistance or damage reduction aspects of Tough Skin, and you choose your damage resistance at the end of a rest. You do still need to be Raging to gain the damage immunity, and while you are Raging the damage reduction die become d6s, plus you constitution modifier, plus your proficiency bonus.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/1/2021 12:57:44 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
6/1/2021 1:00:27 AM
|
2
|
0
|
2
|
Coming Soon
|
Comments