Barbarian
Base Class: Barbarian

Those who follow this path are often considered to be revenants — as a matter of fact, most of them may actually be revenants. They trudge forward, seemingly unfazed by anything that stands in their way, often called “The Unstoppable Force”. Being able to rise from sure-fire finishing blows as if they’re simply papercuts, these behemoths are built to last. And if you think they’re hard to kill, you should see their mothers.

Impermeable

Starting when you choose this path at 3rd level, your skin hardens into a carapace. As a bonus action, you can grant yourself temporary hit points equal to your Barbarian level. You can do this an amount of times per long rest equal to your Constitution modifier.

Rise in Anger

At 3rd level, death does not knock on your door; you make it wait patiently for you to be ready to accept it. You make death saving throws at the start of your turn. Whenever you make a death saving throw, you return to life when you roll a 15 or higher. When you do so, instead of rising to 1 hit point, you gain hit points equal to your Rage damage.

Firm Resolution

Starting at 6th level, your ability to stay on your feet is significantly increased. Whenever an effect attempts to make you prone, pushed back, stunned, grappled, or restrained, you have advantage on the check or saving throw in order to resist it. While raging, you gain a bonus to these saves equal to your Rage damage.

Vicious Tenacity

At 10th level, your inability to be stopped strikes fear into the hearts of many; your strides exude supernatural confidence. You are immune to being frightened. Also, when a creature within 60 feet hits you with an attack that deals damage of a type to which you are resistant, that creature must make a Wisdom saving throw (DC equal to 8 + your proficiency modifier + your Constitution modifier) or become frightened of you for 1 minute or until they successfully hit you with another attack. If a creature successfully hits you while frightened in this way, the creature is immune to the effect for the next 24 hours.

Unflinching

Starting at 14th level, your body has grown to become adaptive in taking damage. You are resistant to bludgeoning, piercing, and slashing damage from non-magical attacks. While raging, you gain resistance to acid, cold, fire, lightning, poison, psychic, and thunder damage.

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