Barbarian
Base Class: Barbarian

Slayers who walk the path of the Foe-hammer wade into the very thick of battle, heedless of their paltry blows. Their might enhanced to the point where they can slay lesser warriors with nothing more than a blow form their fist.

Armoured Fury

Starting when you choose this path at 3rd level, you gain
the full benefits of your Rage while wearing heavy
armour. In addition, if you do not already have it, you also
acquire the heavy armour proficiency.

Level 6: Hooped and Clasped

Beginning at the 6th level, your armour no longer impedes you in any way. You add your full Dexterity modifier as a bonus to your Armour Class, regardless of the type of
armour you are wearing. You are no longer subject to stealth disadvantage when wearing medium or heavy armour.

Ignore Penalties

Beginning at the 6th level, your armour no longer impedes
you in any way. You add your full Dexterity modifier as
a bonus to your Armour Class, regardless of the type of
armour you are wearing. You are no longer subject to
stealth disadvantage when wearing medium or heavy
armour.

Level 10: Hammerhand

Beginning at 10th level, your anger courses through your limbs. At all times, your hands now count as martial melee weapons. When you are in Rage they do a
base 1d4 bludgeoning damage and score a critical hit on a roll of 19-20.
If you are fighting with a melee weapon other than your hands, then you immediately get a bonus unarmed attack if you miss with your regular attack. You may only make
one bonus attack per round.

Level 14: Splintered Spears & Shattered Shields

Starting at 14th level, you may choose to channel all of your fury into a single, devastating, blow. You can choose  one of the following options:
• Automatically score a critical hit in melee combat with any melee weapon other than your fist. After determining damage, your weapon is utterly broken
in the attack and cannot be used again. (Some ancient, often magical, arms cannot be broken, but can be damaged enough to require repair after being
used in this fashion.) Creatures immune to critical hits still take the full damage from this attack.
• Automatically destroy an opponent’s shield in place of an attack, splitting it asunder, or crumpling it under a heavy blow. Some shields, often wrought by Durin’s
folk long ago, cannot be broken this way, in which case the opponent suffers damage as if they had been successfully struck.
Once you have used this ability, you cannot use it again until you have had a long rest.
At 17th level, this ability may be used twice per long rest.

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