Base Class: Barbarian
Those who follow the Barbarian Path of the Unwavering, can display incredible feats of fortitude. With abilities that allow for one to not only preserve themselves but also preserve their Allies, it’s very easy to understand how tribes who Follow this ritualistic path survive many catastrophes.
It is not uncommon to see these Barbarian tribes welcome non human races into their walls, wherever they might be. They find homes for themselves in many of the harshest environments, as to practice their art of forbearance.
However they do lose touch with much of their savage heritage. Letting go of brutality, only to hold onto the hope that they can withstand the coming storms whatever they may be.
Will the next Hero of our time find themself on the Path of the Unwavering? Or will their practices be proven as foolish in the wake of true power?
Hide of the Mountain
Starting when you choose this path at 3rd level, you reduce damage taken while you are Raging. Each time you are hit by a Melee, or Ranged attack, reduce a number of points of damage you receive by 2. Apply this after all resistances have been applied. You no longer deal bonus damage on your attacks while Raging.
Increases to 3 at 9th level, and then to 4 at 16th level.
At 9th level you also reduce the damage from Spell attacks and effects as well. This replaces Brutal Critical offered at level 9.
Shelter the Meek
Beginning at 6th level, whenever an ally you can see within 10 feet of you becomes the target of a physical ranged attack, you can leap to the nearest square adjacent to them move them 5 feet in a direction so long as places you between the Attacker and your targeted ally. You are then forced to take the attack regardless if it would hit or miss your ally. The attack may still miss you. You must choose to use this reaction before a result of the attack is determine. Your ally has 3/4 cover until your next turn or they move.
At 10th level you may leap to protect an ally who is forced to make a Dexterity saving throw against a spell or effect. Shielding them and taking the damage yourself instead. Still must be within ten feet. Cover rule still applies afterwords. You must use this reaction before the result of the save is determined.
Mountain’s Retribution
Beginning at 10th level, If an enemy within reach of your Melee or unarmed attack has dealt damage to yourself or an ally since your last turn, you may expend an action to make an attack roll. If this attack hits deal your normal weapon damage and the enemy makes a Strength saving throw (DC 8+ your proficiency bonus + your Strength Modifier) to resist being knocked directly away from you a number of feet equal 5 times half of your Strength Modifier (rounded up), and fall prone.
If you are Raging, they make the saving throw with Disadvantage and they take 2d6 bonus bludgeoning damage if they fail.
You can only use this action once per Short or Long Rest.
Aegis of Granite
Starting at 14th level, your hide is even more resistant to Damage. Select ONE of the following traits.
- Gain a number of Temporary Hit Points equal to your level times your Constitution Modifier. Replenish an amount of these Temporary hit points equal to your Constitution Modifier whenever you expend a Hit die to heal yourself. This number of maximum temporary Hit points does not change. Temporary hit points do not stack with those from other sources.
- Gain resistance to All damage types besides that of weapons made from Adamantine, while Raging.
- As long as an Ally is within 5 feet of you, you gain a bonus of +4 to your armor class if unarmored. Your Ally is treated as having 3/4 cover as long as they are adjacent to you.
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