Barbarian
Base Class: Barbarian

This subclass belongs to those barbarians who have really hardened their resolve; who rebel against traditions and who surpass the limits of those that have come before them. Whether with purpose or not, these warriors draw the majority of the battlefront's attention to themselves. They rage into the thick of a fight, take hits head on and drive through like a siege weapon. They shake off the mightiest of blows and their leather-like skin glances the sharpest of blades away from their beating heart and burning spirit. They don't bother to move out of the way other than from what they can only see as a distraction. They take up arms and bring the might of their stronghold's castle with them. They. Fight. They. Protect.

Unwavering

Beginning at 3rd level, your resolve is steeled to withstand even the most dangerous attack. While raging you have the option to make a Constitution saving throw in place of a Dexterity saving throw against effects that would not kill you outright, achieving the same effects as a Dexterity save through sheer grit.

Siege Warfare

Starting at 6th level, you have advantage on Dexterity saving throws against siege weapon attacks you can see. You still have advantage if you make a Constitution save through the use of the Unwavering feature. In addition, you gain the two following abilities below: 

-Breach: You gain the strength of a siege weapon against structures in order to breach through your enemies defensives. You now deals double damages (plus your Strength Modifier) against objects and structures due to the ability "Siege Monster".

-Sturdy Wall: When you are subjected to a ranged attack that allows you to make a saving throw to only take half damage, you can instead use your reaction to take no damage if you succeed on the saving throw. You can used it up for three times before needing to get a long rest's.

Intimidating Presence

At 10th level, you are no longer just a representation of your stronghold's might. You are the living metaphor! Once during your rage as an bonus action, you can channel your spirit to enlarge your body to suit it's size.

  • Enlarge: Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the effect ends, you also has advantage on Strength Checks and Strength saving throws. Your Weapons also grow to match your new size unless they are otherwise already accommodating. While these Weapons are enlarged, your Attacks with them deal 1d4 extra damage.

This effect lasts for the duration of the rage. If anything were to cancel this effect early, you cannot use this feature again until your next rage. Additionally, you can only use this feature a number of times equal to your Constitution modifier before needing a long rest to restore it's uses.

The Stronghold

Starting at 14th level, your body now embodies your will as your rage is released. No weapon made by mortal hand will never harm you again. While Raging/Enlarge, you are immune to slashing, bludgeoning, and piercing damage from non-magical weapons.

Siege Weapons

At 14th Level,  you can also use the following three techniques below as an action during Raging and Enlarge. You can only choose one of the opinions below in battle, and regain the use of it after a long rest:

-Catapult: As an action, while raging and Enlarge, you can throw a Medium-size or smaller opponent that you grapple within your hand. You can throw them a number of feet up to 10 times your Strength modifier, to a minimum of 10 feet. They must make a Dexterity check with a DC equal to your Strength DC or take Xd6 bludgeoning damage for every ten feet they were flung and become prone. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. The X represent the number of your Strength modifier (example: 1d6. 2d6, 3d6, etc.).

-Ballista: As an action, while raging and Enlarge,  you can hurl your Two-Handed Weapon that is design for only piercing (Glaive, Lance, Spear, etc.) straight at an enemy with the might of a siege weapon. Upon impact, the target get hit with 8d6 piercing damage + Strength modifier (also if the weapon has magical traits). You would need to run up and make an action to reclaim your weapon.

-Cannon: As an action, when raging and Enlarge, you may perform a stomp as an attack. All creatures within 10 feet of you must make a dexterity saving throw that surpass or equal to your DC. The DC for this saving throw equals 10 + your Strength modifier. On a failure, they are dealt with 12d6 bludgeoning and are knocked prone. On a success, they only half the damage and are not prone.

Path Of The Siege Tower  Image

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