Barbarian
Base Class: Barbarian

(When making this path, some aspects have been copied and moderately modified from other homebrewed subclasses. So if you see something familiar, that might be why. The subclass is unfinished and I would very much love feedback on what I do have.)

The Path of the Fortress is walked by few. Those who are obsessed with the protection of others walk this path, or those with some obscure death wish. Either way, that path is usually short.
You jump in front of your allies, take a killing blow intended to a friend, and turn it into a glancing blow, barely passing your defenses.
Your shield is the tool of this trade, and you make sure it is in nothing less than perfect condition. One day, you may even discover that protecting yourself is equally important, or that you are just really difficult to kill.

Shield Adept

Starting when you choose this path at 3rd level, you become adept at using the shield in combat, both for greater protection as well as dishing out damage with it.

• You become proficient with improvised weapons.

While you're raging, and wielding only a shield, you gain these benefits:
• Your Shields AC increases by an amount equal to your rage damage modifier.
• The Shield is treated as a melee weapon in your hands, using the table below.

Name

Damage

Properties

Mastery

Shield

1d4

Versatile(1d6)

Slow

Compulsive Presence

Additionally at 3rd level, while raging, as an Action you can take a defensive stance next to an ally. Until the start of your next turn, you can force a number of incoming attacks equal to your rage damage modifier, made against allies within 5ft of you, to target yourself instead. You must decide to do so before any rolls.

As your presence on the battlefield becomes more overwhelming, you can protect your allies at a further distance. This is either a supernatural compulsion, an aura that attracts attacks, or your own speed and ability to cover for your allies. The area of your protection increases to 10ft at 6th level.

Steadfast Protector

Beginning at 6th level, you become an ever present bastion of safety.
While raging, you become immune to spells and magical effects that would inflict you with the following conditions: Incapacitated, Paralyzed, Stunned, Petrified or Unconscious.

Unbreakable Object

Beginning at 10th level, you are the fortress of your party, an impregnable wall, the first defense.
While you are raging, all damage that you take, except for Psychic, is reduced by an amount equal to your Proficiency Bonus.
(Reductions to damage are applied before Immunities, Resistances and Vulnerabilities.)

Colossus

Beginning at 14th level... Work in progress.

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