Base Class: Barbarian
You are a guardian, a protector. Your rage is fueled by your friends being in danger. Where some barbarians prefer a big ax or duel swords, you prefer to bring a shield or even duel shields into combat. And in your hands they are not just a means of defense, they also become deadly weapons. You gladly do this to protect your family and friends at all costs even if it means you take the hits for them.
This is a defensive subclass that allows you to weaponize shields and protect the party that gives bonuses to defense as well as offense while raging.
To utilize the weapon abilities of this subclass you have to also add the homebrew magic items Light Shield (repurposed light hammer), Medium Shield (repurposed mace), and Heavy Shield (repurposed warhammer) for use to your collection. These items were created specifically for this subclass.
Best Offense is a Good Defense
At Level 3 when you take this path you have mastered the shield using it as an offensive weapon as well as a piece of armor.
When choosing this path you can then decide if you are using a two light shields, a medium shield and a one handed weapon or a heavy shield either as a two handed weapon or with a weapon.
When using two light shields they act as two light weapons with the thrown feature and will return to you if you hit with them and do 1d4 bludgeoning damage each. However they only give you +1 AC each. While using either one light or the medium shields you can still use a one handed weapon of your choice but the medium shield is not able to be thrown but does 1d6 bludgeoning damage. The heavy shield gives you +4 AC and does 1d8 bludgeoning damage and has the versatile (1d10) feature on it and will allow you to use it two handed or with a weapon but if used with a weapon then you lose 10ft of movement.
Concussive Blow
At level 10, when you hit a creature you, may expend your bonus action to perform a concussive blow causing the target to make a con saving throw with the DC equaling 8 plus your STR mod plus your proficiency bonus. On a fail, the creature is stunned for one minute or until they take damage with the ability to reroll the saving throw at the end of their turn. Creatures who are immune to the stun effect instantly pass this saving throw.
You can do this once at level 10 and twice starting at level 14 before needing a short rest.
Taunt
When you hit a creature, you may use your bonus action to make your target roll a WIS saving throw with the DC being 8 plus your STR mod and your proficiency bonus. On a failed save, the target will have disadvantage on any attack roll that isn't directed at you. This effect lasts for one minute but the creature can reroll the saving throw at the end of their turn. If they have taken any damage this round then they have advantage on the saving throw.
You can use this ability an amount of times equal to your proficiency mod.
Dig In
Beginning at level 6, when a creature attacks you, you can use your reaction to increase you AC by you STR mod. If this causes the attack to miss then you can immediately attack them. You can use this ability equal to twice your STR mod.
Mass Taunt
As a bonus action, you can now taunt any enemies around you. Any enemies within a 30 ft radius of you need to make a wisdom saving throw with the DC being 8 plus your CHA mod. Any enemies who fail must now use their to action to attack you. If they do not have a ranged attack and cannot reach you with their movement, they must use an action to move as close to you as they can. Any enemy who leaves melee attack range will provoke an attack of opportunity.
You gain an 5 temporary HP for each enemy you taunt in this way.
You may use this ability twice per long rest.
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