Barbarian
Base Class: Barbarian

While barbarians tend to thrive on the front lines of a battle, most enter uncontrolled frenzies or unleash onto enemy forces with little support. Bulwarks utilize their raging spirit in a different manner. With an understanding of the power in numbers, these monstrous tanks are renowned for their undying devotion to protect those who join them in battle, and are motivated to impose and obstruct rather than charge in alone.

Formidable Barrier

Upon adopting this path at 3rd level, your fighting spirit and physical prowess transform your body while you rage. When you enter your rage, you undergo the following changes for it’s duration:
- Your hit point maximum and current hit points increase by an amount equal to 3 times your Barbarian level
- You count as one size larger (up to Huge) when determining your carrying capacity and the weight you can push, drag, or lift
- Your size becomes Large if it wasn’t already, and your physical dimensions are doubled and your weight is multiplied by 8 for every size category between your size and Large

At 10th level, you can choose for your size to instead become Huge when you enter a rage, applying the same dimension and weight changes an appropriate number of times, but halving your movement speed (rounded up) for the duration of your rage.

Battlefield Influence

At 6th level, your overwhelming form acts as a living shield from incoming attacks. While you’re raging, allied creatures within 5 feet of you have a bonus to their AC equal to your Constitution modifier (minimum of 1). However, if a ranged attack with a single target would miss an allied creature within 5 feet of you, you must make a Dexterity saving throw. On a failure, the attack hits you instead.

Warbeast

You become further practiced in pushing your enemies back from the front lines and acting as a barrier for your onslaught. While you’re raging, as a reaction to an enemy creature making a melee attack against an ally within 5 feet of you, you may choose to make either of the following maneuvers, assuming you can reach the enemy with your movement speed:

Buffalo - As part of this reaction, you move to a space adjacent to both your ally and the attacker without provoking attacks of opportunity. You force the target to make an Insight check versus a contested Intimidation check (using your Charisma or Strength modifier). On a failure, the creature is Frightened by you until the start of their next turn, and can only target you with their attacks while this effect lasts, including the attack that triggered this reaction. On a success, the target still makes their attack, and is immune to this effect for 1 minute. Creatures who are immune to being Frightened automatically succeed on their saving throw.


Bulldoze - As part of this reaction, you move to a space adjacent to the attacker without provoking attacks of opportunity. If the enemy is no more than one size larger than you, you can force them to make an Athletics or Acrobatics check (their choice) versus a contested Athletics check. On a failure, they are pushed 20 feet away from you. If your ally is removed from their attack range as a result, the attack that triggered this reaction misses. On a success, the target is unmoved.

Fortifying Bastion

As a barrier to your allies and an imposing example of force, your steadfast nature contributes to your defenses. While raging, you gain a number of temporary hit points equal to 1D12 + your Constitution modifier at the end of each of your turns. You can only gain this effect if you end your turn within 5 feet of at least one allied creature.

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