Barbarian
Base Class: Barbarian

While some might consider these armor-wearing berserkers traitors to the old ways, others see them as the logical adaptation needed to contend with modern armaments and magics. Armored Hulks have learned well the strength of steel, and train themselves to better wear armor while utilizing their savage combat arts.

 

Armored Hulk

When you choose this path at 3rd level, you learn how to employ your own pain tolerance into the usage of armor, allowing you to better fit and utilize armors to specifically deflect damage to the already resilient points of your body beneath it, and to prevent it from hindering your motions. You add your proficiency bonus to your armor class while wearing armor and you gain proficiency with Heavy Armor. Further, you do not suffer normal movement speed penalties while wearing heavy armor, though you do lose the benefit of fast movement.

Strength of Steel

Beginning at 6th level, you Advantage on all Strength Ability Checks, as well as on Strength Saving Throws.

Titanic Charge

Beginning at 10th level, you gain the ability to apply your full momentum to a charging attack. Once on each of your turns after when making a melee attack after moving at least 10 feet, you may use the Titanic Charge ability.

Titanic Charge. When making a melee attack after moving at least 10 feet, you may add 1d8 damage to the attack and force your target to make a Strength Saving Throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier. If the target fails this save, they are knocked prone. This bonus damage increases to 1d10 at 15th level, and to 1d12 at 20th level.

Unstoppable Force

Beginning at 14th level, you can shrug off even the most powerful of blows. You gain immunity to the stunned condition, and gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

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