Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Aegis learn to transform that rage into an unbreakable shield to protect their comrades. Their rage grants them superior strength, durability, and speed.

Path of the Aegis Barbarians are typically elite champions who train to use shields as an extensions of themselves and as weapons in combat. They can be found on the frontlines of great wars and skirmishes.

Path of the Aegis Features

BARBARIAN LEVEL FEATURE
3rd Bulwark Defender, Shield Guardian
6th Absolute Defense, Shield Guardian's Blitz
10th Shield Charge
14th Walking Fortress

Bulwark Defender

You can carry two shields, each of which is accounted for in the barbarian’s AC. While carrying two shields, you must stow or drop one of the shields to draw a weapon.

Shield Guardian

Buffet In your hands your shields are mighty weapons. Any shield you have equipped to you is considered a simple melee weapon with the light property. When attacking you add your Strength modifier to the attack and damage rolls, as normal. The shield deals 1d8 bludgeoning damage.

This damage increases to 2d8 at 6th level and 3d8 at 10th level.

Barrier While raging, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be equipped to a shield to use this ability.

Absolute Defense

Starting at 6th level, you learn to use your shield to defend against more than just physical attacks.  When you or a creature within 5ft of you is targeted by a ranged spell attack or magical effect that requires a dexterity or strength saving throw (such as a finger of doom or eye ray), you can use your reaction to choose a different creature within 30 feet of you that you can see. The chosen creature becomes the target of the spell or effect. You can use this effect once per short rest. At 14th level you gain a second use of this ability.

Shield Guardian's Blitz

Starting at 6th level, attacks made using your shields count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Shield Charge

Beginning at 10th level, as an action you move up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time you enter a creature’s space during this move, you makes a shield attack against that creature. If the attack hits, the target must succeed on a  Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), on a failure it is knocked prone and takes an additional 4d6 bludgeoning damage, or 6d6 bludgeoning damage if it was already prone. On a save the creature takes half as much damage and is not knocked prone.

You can use this feature {{proficiency#unsigned}} times per long rest. 

Walking Fortress

Your guard becomes so perfect that you can spread its protective effects to others and gain resilience from them joining your defense. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Strength modifier (minimum of one creature). You gain a +1 to your AC and saving throws for each creature that accepts this feature. Until the rage ends, the chosen creatures gain the following benefits:

  • The creature gains a +1 to AC
  • The creature gains temporary hit points equal to half your barbarian level

You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2021 8:02:49 PM
3
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes