Barbarian
Base Class: Barbarian

 

Barbarians that follow the path of the Juggernaut believe that wearing heavy armor isn’t a sign of weakness. In stead they see it as a tool that focuses their strength. Believing that only the strongest of warriors can fully utilize its potential. Most take a lot of pride in their armor and use it as a symbol of their status and power, engraving it with runes or depictions of their victories. Due to the extra weight of the armor they can use their whole bodies battering rams, becoming nearly unstoppable when charging. The combination of their physical endurance and heavy armor make them very tough and hard to bring down.

Bonus Proficiencies

When you choose this Primal Path at 3rd level, you gain proficiency with Heavy Armor and Smith’s tools.

Ironclad

Starting at 3rd level, your body and armor work in tandem in both offence and defence. While wearing heavy armor (as long as meet the strength requirement) you can use it as a weapon, dealing 1d4+your strength modifier on a hit. You can use not only the gauntlet but any part of the armor to attack and can use a bonus action to make an attack as well.

Furthermore, you are so comfortable in your heavy armor that you don’t suffer from any drawbacks from wearing it. When you get your Fast Movement feature at 5th level, you gain the speed increase even whilst wearing Heavy armor. Your armor will never cause you to have disadvantage on any ability check (expect a Stealth check) or hinder you whilst moving (even climbing or swimming). Lastly, you can add your Dexterity modifier (to a maximum of 2) to your AC whilst wearing heavy armor.  You are so comfortable in your armor that sleeping in it doesn’t have any negative effect.

Immovable

Starting at 6th level, you have learned to use the weight of your armor to your advantage when standing your ground. While wearing heavy armor you have advantage on any save or check you make against being pushed or pulled or being knocked prone. When raging you can’t be pushed or pulled or being knocked prone.

Heavy Hitter

Starting at 10th level, you have learned to put your weight behind your hits. When you miss a melee attack, while using your Reckless attack feature (and didn’t roll a 1) you are still able to deal some damage. This damage equals your strength modifier and if you are raging you add your Rage damage bonus.

Battering Ram

Starting at 14th level, you can use your strength and weight to charge through anything in your way. As an action you can use your movement to charge in a straight line. To do this you need at least 10ft of free space before you hit anything. If you then hit a object, you gain a +5 bonus on any roll to break or move it. If there are creatures in your way (after your first 10ft) you can keep moving. Moving through a other creatures space like this doesn’t cause you any additional movement. Any creature Large or smaller you move through must succeed on a Strength saving throw (DC 8+your strength modifier + your proficiency bonus) or be knocked prone and take 1d12+your strength modifier bludgeoning damage.

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