Barbarian
Base Class: Barbarian

Blitzkriegers are barbarians who incorporate forged scraps and creations into their rough and ancient fighting style.

Instead of staying close and personal to their enemies, these barbarians use charging as a solution to any situation, knocking their enemies down before they get a chance to react.

What best way is there to knock enemies down? With the heaviest materials possible. Making use of various metals, the blitzkriegers hope that they can use their defense as an offense and break any bone in their way.

Jagged spikes, cumbersome helmets and even shoulder pads are all weapons of choice for these warrior, who use the speed of their charge to do the work for them.

Well Covered

Starting when you choose this path at 3rd level, you learn to maneuver your way around a battlefield even with heavy bits of metal covering your body.

You gain proficiency with heavy armor and are able to rage while in heavy armor. While raging, your speed is 30 ft. even while encumbered or heavily armored, unless it is already higher. On top of that, you gain access to any speed bonus you get from this class.

Additionally, while wearing heavy armor, your ac is equal to the set armor class of the armor - 3 + your constitution modifier.

Armored Combat

Begining at 3rd level, you can use your defense as an offense, dealing deviating damage and pushing enemies around with your armor.

After using the attack action against a creature during your turn, you can make a shove attack against that creature as a bonus action.

Additionally, while wearing heavy armor, if you move 20 ft. or more in a straight line towards a target and then use the attack action, you can roll an additional damage dice on the damage of one of the attacks against the target.

CHARGE!

At 6th level, you learn to integrate weaponry into your armor, making the use of traditional handheld weapons unnecessary.

While wearing heavy armor, you gain a +1 to your ac and your unarmed strikes deal 1d8 + your strength modifier in bludgeoning or piercing damage (your choice).

Additionally, you can use your action to charge forward, creating a straight line that is at maximum equal to your speed. You then run to the other side of the line without using your movement or provoking attacks of opportunity, forcing each creature in your way to make a strength saving throw. On a failed save, the creature takes an amount of d8s equal to your proficiency bonus in bludgeoning damage and is knocked prone. On a successful save, the creature takes half of the damage and is not knocked prone. The DC of that attack is equal to 8 + your proficiency bonus + your strength modifier.

You can only use CHARGE! a number of times equal to your proficiency bonus, regaining all charges after finishing a long rest.

Steady Feet

At 10th level, you learn to always stay on your feet and let nothing stand in your way.

While raging, you cannot be knocked prone and are more resistant to pushing. Whenever you are being pushed by an effect, you may reduce the distance you are pushed by 10 ft.

Additionally, your speed cannot be reduced while dashing and you can make an unarmed strike or a shove attack as a bonus action immediately after dashing on your turn.

Steamroller

At 14th level, nothing can stop your rampage and you make all enemies fall to your feet.

While raging, you do not provoke attacks of opportunity.

Additionally, you can now push enemies that are up to 2 size categories larger than you or knock them prone. After making a melee attack against a creature, you can force it to make a strength saving throw against the DC of your charge. On a failure, you can either knock it prone or push it 10 ft. away from you.

Previous Versions

Name Date Modified Views Adds Version Actions
1/27/2023 4:21:35 PM
0
0
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes