Path of the Unyielding

by SirZot

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Path of the Unyielding

In lands where every living creature wants to kill you, those who go alone die in mere days. The tribes living there stay together and close to protect themselves from all dangers, as a strong friend is a higher probability of survival.

Barbarians that follow this path think that their strength is meant to protect those around them, giving time for their companions to grow stronger and united. Steeling their will and body, this barbarians jump head front to the battlefield to protect those fighting alongside them.

Reinforced Will

Starting at 3rd level, your will strengthens when your body weakens, letting you push your limits to new reaches. While you are raging, chose one damage type between bludgeoning, piercing, and slashing; when your hit points take damage from the chosen damage type for the first time in each turn, you gain temporary hit points equal to your Constitution modifier.

When you are reduced to half your hit points, you can start your rage as a bonus action if you are not already raging, even if you don't have uses left. The temporary hit points granted by this feature increase to two times your Constitution modifier until your rage ends.

You can start your rage in this way a number of times equal to your Constitution modifier before needing to take a long rest.

Additionally, you can't be dismembered against your will.

Hold the Line

At 6th level, those behind you trust their lives to you, and no one shall go pass you. You can't be knocked prone or moved against your will, and the area within 5 feet of you is considered difficult terrain for creatures of your choice.

When a creature within 5 feet of you targets a creature other than yourself with an attack, you can use your reaction to try to grapple it. Creatures grappled by you have disadvantage in their attacks.

Additionally, you can grapple creatures that are two size bigger than you.

Shielding Charge

At 10th level, you are always ready for an ally in need, even if that means being their shield. When an ally you can see within 30 feet of you is targeted with an attack or is subjected to a Dexterity saving throw from an ability or spell that you can see, you can use your reaction to move up to half your movement speed to interpose yourself between the attack and your ally. If you end this movement within 5 feet of your ally, you are considered the new target of the attack. If you must make a saving throw, you do so with disadvantage, and your ally has resistance to the damage of the ability or spell.

Undying Stand

Beginning at 14th level, pushing your life beyond dead, you won't fall until those under your care are safe. While raging, if you would be reduced to 0 hit points, you instead drop to 1 hit point and gain immunity to all damage for a number of rounds equal to your Constitution modifier. If you score a critical hit or regain hit points in some way, instead of regaining them, the counter of turns is reseted. When the counter reaches 0, you drop to 0 hit points and fall unconscious, but you are stabilized.

Artist

Nen Chang