Barbarian
Base Class: Barbarian

For barbarians who trust themselves to guard their friends when no one else can, they steel themselves to follow the Path of the Barrel. The Path of the Barrel focuses on protecting its friends from lethal combat by creating an overwhelming offense and speedy defense at the cost of their own ammunition or even consciousness. 

Trigger Happy

Starting at 3rd level, your fingers become more sensitive to the trigger of your firearm. Once per long rest, you can double the damage dice rolled when attacking with a firearm. However, you also consume double the amount of ammunition.

You gain one more use of Trigger Happy at 10th Level and 14th Level.

Explosive Wrath

Starting at 6th level, you have armed yourself with an explosive on your body, as a last ditch effort to protect yourself and allies from an overwhelming assault.

Once per long rest, if you have less than half of your maximum Hit Points, you can bring yourself to 0 hit points and automatically succeed 2 death saving throws. When you activate Explosive Wrath, each creature in a 20 foot radius of yourself must make an Intelligence saving throw. You can designate up to three creatures to automatically avoid damage. All creatures not designated take 4d8 fire damage on a failed save, or half as much on a successful save. 

The damage die increases to d12 at 14th level.

Knife's-edge Luck

Starting at 10th level, your experience in combat has prepared you to turn a near-defeat into an advantage. While raging, all friendly creatures within a 30 foot radius of you, as well as yourself, score a critical hit on a roll of 2 or 20. 

Bunker Wall

Starting at 14th level, you have become trained in the art of building temporary fortifications useful for protecting not only yourself but your allies. Once per day, as a reaction, you can create a 10 feet wide by 5 feet tall stone wall in front of you that is 3 inches deep in front of a creature you can see up to 30 feet in front of you. This wall adds AC equivalent to your Proficiency Bonus to the targeted creature's AC.

The wall has 40 hit points, and resists slashing damage. After you summon the wall, any friendly creature that hides behind it can use an action to heal Hit Points equal to your Strength modifier and gain half-cover until they move away from it. 

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