Barbarian
Base Class: Barbarian

Barbarians of every horizons are renowned for their ability to accomplish prodigies by channelling their inner rage and whistanding devastating assaults that whould have torn appart lesser beings. But you capabilities go far beyond that. Maybe the blood of forgotten titans runs through your veins, an overwordly being has favored you, or you may have been the subject of terrible arcane experimentation ? In either case, you are build to stand even the hardest hits.

Those who walk this path don't simply abandon themselves to their primal anger : Those barbarians carry so much unrivaled drive and determination in their soul that they can let it flow through their body, infusing it with unmatched strength and durability to become armored juggernauts able to face even the toughest threats, and often walking out unharmed. Wether they fight to protect their loved ones, to defend greater ideals or out of pure revenge, they don't hesitate to rush head on into danger, going toe to toe with the mightiest menaces and throwing themselves before the deadliest perils if it is the thing to do. No one take them where they don't want to, and few things can stand in their way.

Rock Hard

Starting at 3rd level, you've learned how to harden your body in order to make yourself a living weapon. Your muscles swells, and your whole body hardens from eyes to toes, adopting the texture of a rock solid material of your choice : it can be raw or polished stone, jagged or slick glowing gems, shiny or grinding organic metal...

Your unarmed strikes now deal 1d6 + your Strenght modifier bludgeoning damage and are considered melee weapons for the purposes of your rage damage bonus. This dice become 1d8 at level 6, and 1d10 at level 10.
At the start of your rage, you may choose to stick out your fingers like a spear to deal piercing damage instead, but you get disadvantage on Sleight of hand checks and on Athletics checks made to grapple.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

While you are raging and not wielding armor or a shield, you gain a +2 bonus to your AC, and any damage you take except psychic damage is reduced by an amount equal to 2 times your Barbarian level + your Constitution modifier (minimum of 3).
Additionally, your speed is not halved when grappling creatures your size or smaller when you are raging.

Force of Nature

Starting at 6th level, you count for one size larger regarding the weight you can lift, drag or carry. When you reach16th level, you instead count for two sizes larger while you are raging. Additionaly, you count as half-cover for allied creatures who are within 10 feet behind you, and can choose to count as a mount for creatures your size and smaller.

Moreover while you are raging, you can attempt to grapple creatures of any size. While you are grappling a creature that is two or more sizes larger than you, your speed is reduced to zero. Grappling a creature that is three or more sizes larger than you requires both of your hands. While you are grappling a creature that is three or more sizes larger than you, the grapple forces the creature to drag you with them as they move instead of reducing their movement speed to zero.

Pure Muscle

Additionaly at 6th level, you can do one grapple or shove attack as a bonus action.

Also, you can use your action to toss a grappled creatures or objects you are grappling if they are Large size or smaller at a distance of 5 feet X your Strenght modifier. Large creatures or objects halves that distance.
Creatures and objects that are tossed and creatures or objects they impact take 1d6 + your Strenght mofifier bludgeonning dammage and have to make a Strenght saving throw. The DC is equal to 8 + Your Strenght modifier + your proficiency modifier. On a fail, they are knocked prone.

You can do this a number of times equal to your proficiency modifier per long rest.

Living Rook

At 10th level, you can gain proficiency in Athletics checks if you don't already have it, or expertise if you have.

Additionnaly, when a creature or an object within 10 feet of you is targeted by an attack or an effect that would require a Strenght, Dexterity or Constitution saving throw, you can use your reaction to move and take it's current place and move it 5 feet, provided there is enough free space and the creature is willing. This forced movement don't provoke attacks of opportunity on the creature or object, but . You become the target of the incoming dammage from the attack or effect, and grant the cover you normally do to the target. Until the start of you next turn or until you are incapacitated,  the creature that triggered this reaction has disadvantage on attack rolls against the creature or object you .
You can do this a number of times equal to your Strenght modifier per long rest.

Expertise

At 10th level, you can gain expertise in Athletics checks if you already have proficiency in it.

Proficiency

At 10th level, you can gain proficiency in Athletics checks if you don't already have it.

Iron Will

Additionnaly at 10th level, you gain proficiency in Wisdom saving throws, and advantage on saving throws against effects that would cause you to become Charmed or Frightened.

Unbreakable !

Starting at 14th level when you are raging, you can use your action to enter this state for the following minute, gaining this effects provided that you are still raging :
- Your Hardened Strikes damage dice becomes 1d12;
- You grant three-quarters cover to any allied creature under 15 feet behind you;
- Anytime an allied creature within 5 feet of you takes damage that is not Psychic, it can reduce it by 1d12 + your Constitution modifier.
- You're immune to the prone and frightened condition, and can't be physically moved more than 5 feet against your will as long as you can touch a solid surface;
- When you are forced to make a Dexterity saving throw, you can instead make a Strenght saving throw. In that case, you take no damage if you succeed, and half if you fail;
- Your speed is reduced by 20 feet;
- You have disadvantage on Dexterity ability checks and Wisdom (Perception) checks.

You can do this 1 time per long rest and 2 times when you reach 18th level. For each time you do it after this amount, you gain 2 levels of exhaustion when the effect ends. These levels can't be reduced by anything other than long rests or a Wish spell.

 

Path Of The Hardened Image

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