Base Class: Barbarian
As a castle's wall stands tall and thick to guard its people and foil its enemies, so to shall the barbarian who stands stalwart and hardy protect their allies and destroy their foes. The Path of The Bulwark centres itself on the ability for a barbarian to never run and to charge only when necessary. A barbarian who finds themself on this path also finds themself harder to strike, and being able to delegate that strength to their more thin-skinned allies.
Rooted
Starting when you choose this path at 3rd level, you know how to stand strong in the face of battle. In combat, if you have not taken movement in the turn prior your armour class increases by +1. If you had taken damage in the round before your prior turn, your armour class is increased by +2 instead. This effect ends once you move and stacks up to a total of +4.
Wall and Cover
You've learned to shield friends in need like a fortress shields its subjects. As a bonus action, you can change the armour class of one allied creature you can see within 30ft to the value of your own armour class. This also changes your armour class to the value of the affected creature's before the use of the feature. This feature only works if the affected creature's armour class is lower than your own and ends at the start of your next turn.
Bulldozer
Beginning at 6th level, you learn to charge headstrong like a walking castle. The effect of the Rooted feature is not affected by movement while Rage is active. The attack and damage bonuses granted by rage are increased to equal the value of any Rooted modifiers that you currently have.
Branching Roots
Starting at 10th level, all allies within 10ft of you gain an additional +2 to AC as long as Rooted is active, you can also take an action replace the AC bonus with 2d4+2 healing per turn for one minute. This replacement can only be used once per long rest
Collapsing Wall
Starting at 14th level, when you have not moved for at least 3 turns, taking movement creates a 20ft tremor. All creatures in range have to make a constitution save (DC 10 + proficiency + constitution modifier). On a failed save, the creature takes 1d10 + 4 damage and half as much on a failed save. The damage increases by 1d10 for every turn since the 3rd Rooted turn that you don't move.
Previous Versions
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