Base Class: Barbarian
Barbarians are not known for their keen intellect. However, that doesn't mean that they will completely ignore advices from their fellow artificers.
Those who follow this path utilize technological armaments, usually designed by artificers, to improve their performance drastically.
Exoskeletal armor becomes your second skin, propelling you to new challenges and making you a walking fortress that can withstand inhuman amount of damage.
Your weapons become part of the suit, increasing their damage output and even giving them new properties.
And remember, always be friendly towards your fellow artificer.
Bonus Profficiencies
At 3rd level, you gain proficiency with heavy armors. Wearing heavy armor doesn't affect your Rage or Fast Movement features.
You also gain proficiency with one of the following tools: Tinker’s tools, Smith’s tools or Brewer’s supplies.
Heavy Rage
At 3rd level, you empower your armor. While you wear heavy armor and enter rage you gain following benefits:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage of the weapon type to a target on a hit.
- You can grapple medium or small creature as a bonus action. You require one hand to do so.
Colossal Charge
At 6th level, whenever you move for at least 20 feet in a straight line, you gain advantage on your next attack, and if you succesfully hit, creature has to succed on a strength save equal to your unarmored defense or be knocked prone.
Artificer Plating
At 10th level, while you rage, you gain resistance to all damage except psychic.
Greater Equipment.
Starting at 14th level, your melee attack range increases by 5 foot.
In addition, when you enter rage, you can choose one of the following options. You can activate that benefit each turn as long as you are raging:
- Empowered Weapon. Your Two-handed melee weapon attacks cleave in a 10-foot cone.
- Improved Shield. As a reaction while you're wielding a shield, one ranged attack against you automatically misses.
- Giant Fist. Whenever you are grappling a medium or smaller creature, as an action you can toss it up to 15 feet. Creatures recieves 2d6 bludgeoning damage, and anything it hits must succed on a dexterity saving throw or receive same amount of damage.
- Crushing Grip. You can use your action to crush one creature you are grappling. You deal 5d6 bludgeoning damage to it, and it has to succed on a strength save throw equal to your unarmored defense, or be stunned until the start of your next turn.
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