Barbarian
Base Class: Barbarian

Some Barbarians hone their skills with axes, swords, or clubs. The Path of the Charging Rhinoceros are a specialized group of Barbarians that have trained their bodies to be weapons themselves. With their signature Spiked Armor, these highly skilled fighters charge fearlessly into battle, ready to face anything head on. (This subclass, developed by DapperSnapper Gaming, serves as an improvement to the Battlerager subclass introduced in the PHB.)

Tool Proficiency

Your training in the construction and use of your signature armor becomes apparent. You gain proficiency with Smith's Tools.

Heavy Armor Proficiency

Your body has become a weapon capable of carrying heavy loads. You gain proficiency with Heavy Armor. You also may enter into and benefit from the effects of Rage while wearing Heavy Armor. 

Spiked Armor Training

You gain the ability to use Spiked Armor as a weapon.

While you are wearing the Spiked Armor and raging, you gain a number of benefits:

Spiked Attack - You can use a bonus action to make an attack with the Spiked Armor to a creature within 5 ft. of you. If it hits, the spikes deal 1d8 piercing damage. You can use your Strength modifier for both the attack and damage rolls. This damage increases to 2d8 once you reach 10th level in this class.

Hug of Death - When you use the Attack action to Grapple a creature, the target takes 1d8 piercing damage upon a successful grapple check and at the beginning of every consecutive turn of yours that the creature remains grappled (no action required). This damage increases to 2d8 when you reach a minimum Strength score of 20 and 3d8 when you reach a minimum of 24.

Spiked Retribution - When a creature within 5 ft. of you hits you with a melee attack, the attacker takes 1d6 piercing damage if you are raging, aren't incapacitated, and are wearing the Spiked Armor.

Rhino's Charge

You can take the Dash action as a bonus action while you are raging. Furthermore, if you use this feature to move at least 20 ft. in a straight line toward a target, you can make an attack with your Spiked Armor as part of that movement. Attacks made in this way deal an extra 1d8 bludgeoning damage as you slam into your target. If you slay a creature in this way and it is the same size as you or smaller, that creature is now impaled by your armor and is attached to you until the start of your next turn. During this time, any creature that is the same size as you provides you with three-quarters cover and any creatures smaller than you provide half cover. You may only carry one enemy in this way at a time and your movement speed is halved as long as you are benefitting from cover.

Rhino's Majesty

Your Spiked Armor is now considered magical for the purposes of overcoming damage resistance. In addition, you can now use your armor instead of weaponry. As a bonus action, which can coincide with the bonus action used to Rage, you can unleash one large Arm Spike from each of your arm guards. The spikes are martial melee weapons with which you are proficient. They have a range of 5ft., deal 2d6 slashing damage on a hit and can be weilded while leaving your hands free.

Fury of the Rhino

You have learned to create the pinnacle of armor technology. Your armor gains the following benefits:

Improved Defense - Your AC increases by 1.

Improved Attack - Your weapon damage from your Arm Spikes increases to 2d8.

Meat Shield - You may now use your Rhino's Charge feature to slay creatures up to one size larger than you for the purposes of obtaining cover. If used to slay a creature larger than you, you benefit from full cover until the start of your next turn.

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