Barbarian
Base Class: Barbarian

A style of barbarian popularized by the Fire Giant empire, these barbarians serve as living bastions, holding the line against any who attempt to invade their volcanic holds. 

Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency with heavy armor, and smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Armored Rage

Starting at 3rd level you can now rage in heavy armor. During this Rage you have an AC bonus equal to half your Constitution modifier (rounded down). 

Battlerager Armor

At 3rd level, whenever you finish a long rest you can convert anyone set of non-magical Light, Medium, or Heavy armor into a set of Battlerager armor. You can gain all the benefits of your Rage while wearing any set of Battlerager armor. Also, you gain the ability to use Battlerager armor as a weapon. While you are wearing Battlerager armor, and are raging, you can use a bonus action to make one melee attack with your armor after taking an attack action. This attack deal 1d6+ your Strength Modifier in piercing damage. You use your Strength modifier for the attack roll. When you attempt to grapple a creature, the target takes piercing damage equal to your Rage damage bonus +1d6 if the grapple succeeds.

In addition, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d6 piercing damage if you aren't incapacitated.

Taunting Rage

Starting at 6th Level. During your Rage you may use a Bonus Action to Shout into the air, forcing all enemies to perceive you as a threat. All hostile creatures within 20 feet and line of sight of you must make a Charisma saving throw versus your Rage save DC [8+Proficiancy bonus+Strength or Dexterity Modifier]. If the creatures fail, they are Taunted. Taunted enemies must use their reaction to move as close to you as possible to make an attack. All attacks against your Allies made a Taunted enemy have Disadvantage and cannot make Attacks of Opportunity against them, and all attacks done by a Taunted enemy to You have Advantage. This effect lasts until the end of your next turn or until you are incapacitated.   

Battle Rush

Starting at 6th level. If you move at least 10 feet in a straight line immediately before taking an Attack, you either gain a +5 bonus to the attack’s attack roll and damage roll (if you chose to make a melee attack). Additionally, If you move at least 20 feet in a straight line, you can also force a creature up to Two Sizes larger than you hit to make a Strength saving throw. On a failed save the creature is pushed 10 feet and knocked prone or on a successful save, the creature isn’t pushed or knocked prone. If a creature pushed this way collides with anything solid, i.e. heavy furniture, a wall, or another creature, takes 3d6 bludgeoning damage.

Unyielding Battlerage

Starting at 10th Level. Whenever you Taunt during a Rage you gain temporary HitPoints equal to 5 times the number of enemies affected by the Taunt. 

Immovable Wall

You Stand as a Wall for your Allies. While Raging all Allies within 20 feet gain the benefit of 3/4 cover. Additionally, if an enemy makes a successful attack on an ally within 20 feet of you, you may use your reaction to move 20 feet in a straight line towards them and take the attack for them.  

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