Barbarian
Base Class: Barbarian

The Path of Armament is one that learns to rely on their weapons more than their rage. These experts of weaponry stop at nothing to improve and excel in combat, typically becoming masters of the battlefield in the process. Barbarians who walk this path may also find solace in communities where warriors train to make themselves one with their weapons.

These barbarians are not scared of their anger, but they do realize that a calm head is more tactical and sharper than one driven by fury.

Weapons of Strength

When you choose this path at 3rd level, you have received special training which has lead you to becoming an expert at using certain weapons. You gain the following benefits.

Armament Weapons. You choose two melee weapons to become your armament weapons, you gain proficiency with them if you don’t already have it. If you are not raging, then you add half of your Rage Damage bonus (rounding down) to your armament weapons damage rolls.

Quick Steps. Once per turn, if you make a melee weapon attack using an armament weapon as part of the Attack action on your turn, you may move up 10 feet without provoking opportunity attacks or using any of your movement.

Double Strike. If you are holding two of one of your armament weapons in each hand, you may use two-weapon fighting even if the weapon does not have the light property. Additionally, if you hit with your attack made using two-weapon fighting, you may add 1d4 extra damage.

Surprising Reach

Beginning at 6th level, if you have advantage on your attack roll to hit using one of your armament weapons, that weapons reach is increased by 5 feet for that attack.

Additionally, you may choose another weapon to become an armament weapon for you.

Defensive Strikes

Beginning at 10th level, you can use your reaction to defend your allies when your enemies strike them. When you or an ally creature within 5 feet of you is hit with a melee weapon attack, you can use your reaction to immediately make an attack using an armament weapon against the creature that attacked. If you hit with this attack, the target must make a wisdom saving throw (DC = 8 + your Proficiency bonus + your Constitution modifier) or be unable to attack a creature other than you until the end of their next turn.

The damage dice for this attack starts as a d6, and becomes a d8 when you reach level 17.

Weapon Expert

Starting at 14th level, the damage dice for your armament weapons increase by one stage, to a maximum of a d12 damage dice. If your weapon uses two dice, then you increase both.

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