Base Class: Barbarian
The avenger barbarians were born for war. Not just fighting, but total war. They are the legends of the battlefield, known for charging into overwhelming odds against multiple enemies, and emerging victorious. They were often charged with guarding the commanding officer or monarch during battle as lethal protectors. But only those who have felled the charge of an avenger truly know of their wrath and prowess in battle, for they are said to fly into a vengeful fury and become almost unstoppable. It is rare for civilised military to lean on such chaotic anger, but even the greatest generals know that, sometimes, you have to rely upon pure unbridled rage and strength to get the job done.
Heavy Armor Proficiency
When you choose this subclass at 3rd level, you gain proficiency in heavy armor. Additionally, wearing heavy armor no longer counteracts the Fast Movement barbarian feature. **This last part must be done manually in DDB**
Menacing Presence
As an avenger, you have learned to wield your physical presence to better influence and intimidate your enemies. You gain proficiency in Charisma (intimidation) checks and you add your Strength modifier to any Charisma (intimidation) checks you make.
Creature of Steel
When you choose this subclass at 3rd level, you gain access to the following actions below. These actions require your targets to make saving throws to resist their effects. The saving throw DC is calculated as follows:
rage save DC = 8 + your proficiency bonus + your Strength modifier
- Taunt. As a bonus action and whilst you are raging, you can challenge those around you to combat, goading them to fight you and you alone. All enemy creatures within 30 feet that can see or hear you must succeed on a Wisdom saving throw against your rage save DC or be under the effects of your taunt for the next minute. During this time, all affected creatures have disadvantage on attack rolls against creatures other than you, and they must make a Wisdom saving throw against your rage save DC the first time they attempt to move into a space that is more than 30 feet from you on each of their turns for the duration of the effect. On a failed save, the creature is unable to move more than 30 feet from you. An affected creature can repeat the saving throw whenever you attack or target with a spell another creature unaffected by the taunt effect, or when another friendly creature attacks the affected creature, ending the taunt affect upon themselves with a success. The effect also immediately ends upon an affected creature if you end your turn more than 30 feet away from it or if you stop raging. You can use this bonus action a number of times equal to your Constitution modifier per long rest.
- Hurl Foe. As a reaction and whilst you are raging, you can target a creature within 5 feet to throw across the battlefield. If the creature is not willing, it must succeed on a Dexterity saving throw against your rage save DC to avoid the effect. If a creature is willing or fails the saving throw, it is thrown to an unoccupied space within 10ft that you can see. As it lands, the creature takes 1d8 bludgeoning damage from the throw and falls prone in the spot where it lands. You can use this reaction a number of times equal to your Strength modifier per long rest.
Shield Champion
From 6th level, if you are wielding a shield and you are not incapacitated, you gain the following benefits:
- Friendly creatures within 5 feet of you add your shield's AC bonus to their AC.
- When you take the attack action, you can substitute one of your attacks to perform a shield bash attack against a creature within 5 feet. As part of this, make a melee weapon attack with proficiency against the creature. On a hit, the creature takes 1d6 + your Strength modifier bludgeoning damage and must succeed on a Strength saving throw against your rage save DC or be knocked prone.
- Whilst you are raging, when you take the attack action, you can use a bonus action to attack with your shield. Make a melee weapon attack with proficiency against the creature. On a hit, the creature takes 1d6 + your Strength modifier bludgeoning damage.
True Avenger
From 11th level, if a friendly creature that you can see falls to 0 hit points within 60ft of you whilst you are raging, your fury transcends all boundaries and your only thoughts are to avenge your fallen comrade. For the next minute, you gain the following benefits:
- Your movement speed is doubled.
- Your movement is unaffected by difficult terrain, and spells and other magical effects can't reduce your speed.
- You have advantage on all attack rolls made against enemy creatures.
- You are immune to being charmed, frightened, grappled, restrained, incapacitated and stunned.
This effect ends early if you fall unconscious or if your rage ends. Once this effect ends, you immediately gain one point of exhaustion. You can only use this feature once per long rest.
Shoulder Charge
From 14th level, you can use your armoured form to charge a creature and break their focus. As an action whilst you are raging and wearing heavy armour, you can move up to your movement speed toward a Large or smaller enemy creature. As part of this, the enemy creature must make a Strength saving throw against your rage save DC. On a failed save, the creature takes 4d6 + your Strength modifier + your rage damage bonus bludgeoning damage, is pushed 5 feet back, is knocked prone and is stunned until the start of your next turn. On a success, the creature takes half as much damage and is not pushed, knocked prone or stunned. You can use this action a number of times equal to your Strength modifier per long rest.
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