Base Class: Barbarian
Barbarians who follow the Path of the Bulwark have learned to utilize the heaviest armor to their advantage. These Barbarians are not known to be brutish warriors but fierce commanders, merciless warlords and dangerous bounty hunters. Crushing their enemies with their full weight or delivering strikes with even greater force is not enough. To follow the Path of the Bulwark means to be vanguard and last defense at once, carve a path and become unbreakable.
Level 3: Handiwork
You gain proficiency with heavy armor and smith’s tools. When you craft a piece of equipment yourself using smith’s tools, you have Advantage on the required skill check.
Level 3: Ironclad
You can use your smith’s tools to alter the properties of armor or weapons. This process requires an hour of uninterrupted work for each piece of equipment and can be performed during a short rest. Other creatures that try and use altered equipment have Disadvantage on Skill Checks and attack rolls. Heavy armor, you have altered, emboldens you. You gain following benefits while wearing altered heavy armor.
Wrath. You are able to activate your Rage. You gain every bonus from your class as if you weren’t wearing heavy armor and you ignore difficult terrain while raging.
Dulled Steps. Making a Dexterity(Stealth) check doesn‘t impose Disadvantage on the check.
Violent Tactics. Whenever you roll for damage on a weapon attack with an altered weapon, the roll becomes 3 if it was 2 or lower.
Level 6: Into the Fray
Whenever you roll Initiative you add your Strength modifier as a bonus to your roll.
Onrush. While wearing altered heavy armor, you can Dash as a Bonus Action. When you Dash in this way, you can charge through the space of other creatures or objects and crash into them. A hostile creature, that is large or smaller, has to make a Strength saving throw or be moved into a different space that is within 5 feet of it’s original space and not in your way. The DC for this saving throw equals 8 plus your Strength modifier and Proficiency Bonus.On a fail, a creature takes Bludgeoning damage equal to 2d6 plus your Strength modifier. After being moved, the creature can still make an Opportunity Attack at Disadvantage against you, should you move out of it’s range. On a success the creature isn‘t moved, takes half the damage and you must move around it to proceed.
Number of uses. You can Dash this way a number of times equal to your Strength modifier. You regain all expended uses when you finish a Long Rest.
On higher levels. The damage of this bonus action increases to 3d6 (at 9th level) and to then to 4d6 (at 16th level).
Level 10: Warlord
You gain new benefits when wielding altered or crafted equipment.
Improved Violent Tactics. When you hit with an altered melee weapon whose mastery property you can use, you can replace that property with the Cleave or Topple property for the attack. When you hit with an altered ranged weapon whose mastery property you can use, you can replace that property with the Slow or Sap property for the attack.
Adept Warrior. You can ignore the Loading or Two-Handed properties on altered weapons. Only one property can be ignored this way and you decide which one when you alter the weapon. You can ignore the Two-Handed property on melee weapons only if they lack the Reach property.
Unstoppable. You have immunity to the Paralyzed and Stunned conditions and you add your Rage Damage Bonus as a bonus to your Armor Class while raging. Your Onrush can now affect creatures that are huge or smaller.
Level 14: Unbreakable
You can’t be moved against your will. While you are Bloodied, you become resistant to all damage types except for Fire, Necrotic, Radiant and Thunder damage. If you are Bloodied and use Reckless Attack, you can focus your mind to keep pushing the assault. You roll 4d12 adding your Constitution modifier once.You regain hit points equal to the roll. When this healing causes you to no longer be Bloodied, you can make an additional attack as part of your Attack action. You can use this feature only once during your turn.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.







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