Base Class: Barbarian
Warriors who draw strength from their pain, these risk-driven barbarians unlock greater powers as they drive themselves to the brink of death.
Changelog v2.0:
Updated to match official wording.
Rebalancing - All Defiances have a baseline effect and a secondary effect when bloodied. Should solve the "you don't have a subclass most of the time" problem.
10th level defiances now are "Greater Defiances." You can only know one, but they otherwise act as normal Defiances.
Inflammation now has a clause that ends a previous Inflammation defiance if you use it again so you can't have *five* Defiances all running at once. Because four is enough as it is.
Defiance
Starting when you choose this path at 3rd level, you learn a number of ways to further focus and channel your rage, known as Defiances. You learn 3 of the following Defiances. You learn additional Defiances at 10th level, and you can replace one known Defiance with another Defiance available to you whenever you gain a level in this class.
When you enter a rage, you can choose to channel one of your known Defiances as part of the same action. Once on each of your turns while you are raging, you can end your current Defiance (no action required) to gain the benefits of a different one.
Defiant Eruption
While you channel this Defiance, your attacks can deal your choice of fire, cold, lightning, or poison damage instead of their normal damage type. In addition, your weapon shines with elemental energy, emitting bright light out to 10 feet and dim light out to 30 feet.
If you are below half of your maximum Hit Points, your attacks deal 1d8 additional damage.
Defiant Focus
While you channel this Defiance, you may use your bonus action to mark a creature you can see within 60 feet for one minute. Your critical hit range is expanded by one. In addition, when the marked creature dies, you may move your mark to another creature within 60 feet as a reaction. You may only have one creature marked at a time.
If you are below half of your maximum Hit Points, your critical hit range is expanded by two instead.
Defiant Hope
While you channel this Defiance, you can add 1d4 to the first saving throw you make before the start of your next turn.
If you are below half of your maximum Hit Points, you can add 1d4 to every saving throw you make, not just the first one.
Defiant Resilience
While you channel this Defiance, you gain resistance to your choice of fire, cold, lightning, acid, or poison damage.
If you are below half of your maximum Hit Points, you gain immunity to your chosen damage type instead.
Defiant Strength
While you channel this Defiance, you can reroll any number of your damage dice and use the higher sum.
If you are below half of your maximum Hit Points, you add 1d4 to your attack rolls.
Defiant Swiftness
While you channel this Defiance, you gain 15 additional feet of movement speed.
If you are below half of your maximum Hit Points, your AC increases by 2.
Defiant Toughness
While you channel this Defiance, all incoming damage is reduced by 3. (Damage reduction occurs before damage resistances are factored.)
If you are below half of your maximum Hit Points, you gain a number of temporary hit points equal to your proficiency modifier at the start of each turn.
Defiant Vengeance
While you channel this Defiance, enemies within 5 feet take necrotic damage equal to half your proficiency bonus (rounded down) when they hit you.
If you are below half of your maximum Hit Points, you add your rage damage bonus to the necrotic damage dealt.
Refusal
Starting at 6th level, when you would regain Hit Points, you can choose to gain an number of temporary hit points equal to the amount you would have healed instead of regaining Hit Points (no action required).
Inflammation
Also starting at 6th level, you gain the ability to further empower your rage, though it takes a toll on your body. While you are raging, you can use your bonus action to channel one of your known Defiances in addition to any that you are currently channeling. When you do so, you take 1d12 psychic damage. This damage cannot be resisted or reduced in any way. This Defiance will last until the end of your next turn, or until you use this feature again.
Greater Defiance
At 10th level, you learn 2 additional Defiances. You can channel two Defiances when you enter a rage.
In addition, your Defiance options expand, allowing you to learn one of the following Greater Defiances. You can only have one Greater Defiance known at a time, but they otherwise operate by the same rules as your other Defiances.
Defiant Bloodlust
While you channel this Defiance, you heal a number of Hit Points equal to your proficiency bonus the first time you hit a creature with a melee weapon attack each turn. This healing cannot heal you over half your maximum Hit Points.
If you are below half of your maximum Hit Points, you deal additional damage equal to twice your proficiency bonus the first time you hit a creature with a melee weapon attack each turn.
Defiant Growth
While you channel this Defiance, your size doubles in all dimensions, along with anything you are wearing, and your weight increases by eight times. Your size doesn't change if there isn't enough space for you to do so. In addition, your weapons also enlarge, and your attacks deal 2d6 additional damage.
If you are below half of your maximum Hit Points, you count as one size larger for the purposes of grappling and shoving.
Defiant Life
While you channel this Defiance, you can grant a number of temporary hit points equal to half of your proficiency bonus (rounded down) to creatures of your choice that you can see as a reaction when you take damage. In addition, your hit point maximum can't be reduced.
If you are below half of your maximum Hit Points, all other creatures you choose within 30 feet are immediately stabilized if they hit 0 Hit Points.
Defiant Physics
While you channel this Defiance, you gain a 30 ft. flying speed.
If you are below half of your maximum Hit Points, you are also immune to the Grappled and Restrained conditions.
Last Straw
At 14th level, your mortal defiance can send your wrath spiraling to new heights. While you are raging, you can channel one of your known Defiances as a reaction to taking damage. This Defiance will last until until the end of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/1/2020 3:29:35 AM
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14
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1
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11/6/2020 10:28:11 PM
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68
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1.01
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4/13/2021 3:07:52 AM
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117
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4
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1.02
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12/4/2021 6:03:07 AM
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89
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2
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1.2
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Coming Soon
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Posted Dec 4, 2021Also available on Homebrewery here: https://homebrewery.naturalcrit.com/share/hKnTT-E-U4Nc