Base Class: Barbarian
Battle-hardened warriors who turn their armor into a weapon, Iron Thorns wade into the thick of battle and dare their enemies to strike them. Every blow against them is answered with pain, while their brutal charges and intimidating presence force enemies to fight on their terms. Their bodies become weapons of war, covered in spikes and forged through years of relentless combat.
This subclass allows you to punish those how punish you and control the battle field.
Level 3: Spiked Pauldrons and Gauntlets
When you choose this path at 3rd level, you gain the ability to don Spiked Pauldrons and Spiked Gauntlets.
While you aren't wearing any armor other than your granted Spiked Pauldrons and Gauntlets, your Unarmored Defense sets your base Armor Class to 12 + your Dexterity modifier + your Constitution modifier.
While you are wearing your Spiked Pauldrons and are Raging, you can use a Bonus Action to make a unarmed strike with your spiked Gauntlets. If it hits the target is automatically grappled. You can make this attack Strength modifier times per Short or long Rest.
A creature grappled by you takes 1d4 piercing damage when it is grappled, and an additional 1d4 piercing damage whenever it takes damage while grappled by you and whenever it attempts to escape the grapple. Damage grappled creatures take increase with your thorns scaling.
You can also make Unarmed Strikes with your Spiked Gauntlets, dealing 1d4 + your Strength modifier piercing damage. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Your Spiked Gauntlets also gain the Sap Weapon Mastery property.
Spike gauntlets
Spike Gauntlets attack
Level 3: Thorns
When you are hit by a melee attack, the attacker takes 1d4 piercing damage.
This damage increases to 2d4 at 11th level and 3d4 at 17th level.
Hard to Swallow. If you are swallowed, constricted, or engulfed by a creature, that creature takes double damage from any damage dealt by your Spiked Pauldrons and Spiked Gauntlets.
Level 6: Spiked Charge
You can use this feature a number of times equal to your Strength modifier per Long Rest.
If you move at least 10 feet directly toward a creature, you can replace one of your unarmed strike with a Charge Attack.
On a hit, the attack deals additional damage equal to plus 1d6 per rage damage bonus, and the target is automatically Grappled by you.
Level 10: Menacing Aura
Your presence on the battlefield cannot be ignored.
Creatures within a 10-foot radius of you have Disadvantage on attack rolls against creatures other than you.
A creature can use an Action to make a Wisdom saving throw against your Menacing Aura save DC:
Save DC = 8 + your Proficiency Bonus + your Constitution modifier
On a successful save, the creature becomes immune to this aura for 24 hours.
The aura's radius increases to 15 feet at 17th level.
Creatures that are immune to the Charmed or Frightened conditions are immune to this aura.
Level 14: Juggernaut Onslaught
As an action, you being charging, running down any who would attempt to flee, your move speed is doubled until the end of your turn. You can slam into and drag creatures along your path. Make an unarmed strike, on a a hit they are grappled and are carried with you. You can drag up to two creatures up to one size larger than you are, and this does not consume any extra move speed. Each creature takes your armors Thorns damage for every 5ft they are dragged.
This movement ends early if you collide with a solid surface, and any creature grappled by you takes a number of d6 Bludgeoning damage equal to your Con Modifier.
You can do this once per short rest or by consuming 2 rage uses.
Editing credit to Adonous
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