Base Class: Barbarian
The Path of the Armored Titan represents a profound spiritual odyssey, where the barbarian willingly embraces the formidable power of an armored titan as their ultimate guardian, shield, and protector. In the crucible of battle, this indomitable spirit infuses the barbarian with supernatural resilience, rendering them nearly impervious when their berserker rage takes hold.
Among barbarian tribes, diverse interpretations abound regarding the Armored Titan's significance. Some view it as the steadfast guardian of their clan, an unwavering sentinel of protection. Others regard it as a manifestation of boundless pride and unbreakable willpower, a testament to their unyielding determination.
Hardened Skin
Starting when you choose this path at 3rd level, you learn to harden your skin and becomes more durable in battle. While raging, you gain the following benefits.
- Your natural AC cannot be lower than 12 + your proficiency bonus.
- You have resistance to ranged attacks made from 60 feet away from you.
- When hit by a melee attack, you can use your reaction to reduce incoming damage equal to your proficiency bonus.
Armor Layer
Beginning at 6th level, you grow layers of bone-like exoskeleton all over your body and learned how to manipulate them. You have a number of armor die equal to your proficiency bonus which are d4s and have the following benefits:
- Hardened Exterior. When you enter your rage, you can choose to expend one or more armor die and gain 2 + 1d4 temporary hit points for each armor die that you expended.
- Reinforce Armor. Once per round when taking damage, you can choose to expend one armor die to reduce the damage taken equal to your rage damage + 1d4.
- Armor Shedding. Once per round when you move, you can choose to expend one armor die. You lose an amount of AC equal to half of the number rolled but you can move an extra 5 feet for each missing AC until the start of your next turn.
- Angled Armor. Once per round when hit by an attack, you can choose to expend an armor die to your AC for that attack, potentially causing the attack to miss.
- Explosive Armor. Once per round when taking damage, you can choose to expend an armor die and deal piercing damage equal to your strength modifier + 1d4.
- Magic Armor. Once per round when you make a strength, dexterity or constitution saving throw, you can choose to expend an armor die and add the number rolled to it.
When you reach certain levels in this class, the armor dice from Armor Layer feature increases: by 1d6 at 10th level and by 1d8 at 14th level.
Primal Charge
Beginning at 10th level, you can temporarily grow bigger and trample those standing in your path. As an action, you increase your size to large if you are smaller than large until the end of your turn, you then can charge towards a location in a 40 feet line and move pass through the space of large or smaller creature. Creature in your path must make a dexterity saving throw with the DC equal to 8 + your strength modifier + your proficiency bonus or take 10 (3d6) bludgeoning damage, be pushed 5 feet aside and is knocked prone.
You can use this feature a number of times equal to half your proficiency bonus (rounded down) and you regain all expended uses when you finish a long rest.
Dispersion
Starting at 14th level, when you take damage from a creature that is within 30 feet of you, you can use your reaction to deal piercing damage to four creature of your choice by half of the damage taken.
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