Barbarian
Base Class: Barbarian

All credit for this subclass goes to Matthew Mercer and the team which created Tal'dorei Campaign Setting Reborn. I have reproduced the original content to the best of my ability; lightly adapting it to Eberron. 

The barbarians of the path of the juggernaut follow an ancient tradition brought to Khorvaire by the goliaths who came to Droaam. Since then, they are still the primary followers of this path, but it has been taken up by the dwarves of Mror and some of the people of Karrnath. 

Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you’re raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Spirit of the Mountain

At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can’t be knocked prone or moved along the ground against your will.

Demolishing Might

Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.

Resolute Stance

Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can’t be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.

Hurricane Strike

Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.

Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.

Unstoppable

At 14th level, your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can’t otherwise take actions). You aren’t affected by any of these conditions while you’re raging.

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