Base Class: Barbarian
Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.
Level 3: Armored Hulk
Beginning at 3rd level when you choose this path, you gain proficiency in Heavy Armor. Additionally you gain proficiency in Smithing Tools and Intimidation. If you do not already have them
Level 3: Metal-Clad Fury
Starting from level 3, you now gain all the benefits of your rage even when you are wearing heavy armor. Additionally, when you wear heavy armor,; your unarmed strikes deal 1d4 bludgeoning damage. Whenever you take the attack action, you can make an unarmed attack as a bonus attack. This accounts for gauntlets, greaves, helmet, or any piece of armor that can be used to hit the enemy and can be used even when you do not have a hand free
Level 6: Juggernaut
Starting at 6th level, you may benefit from your Fast Movement bonus speed while wearing heavy armor, and you are considered 1 size category larger for the purpose of shoving and moving through a hostile creature's space. If you move at least 10 feet in a straight line before attempting to move through a hostile creature's space, you do not treat that space as difficult terrain, and you do not provoke an opportunity attack from that creature.
Level 10: Resilience of Steel
Starting at 10th level, you begin to take on some of the properties of Steel. You gain advantage on all Constitution saves. Additionally you gain resistance to slashing damage whether you are raging or not.
Level 14: Armored Fury
At 14th level you are one with your armor and your foes will flee in terror at your visage. You become immune to fear effects. Additionally whenever you rage you are treated as having Frightful Presence. Every creature you choose within 60 feet of you that can see you must make a wisdom saving throw (DC 8+Proficiency+Strength Bonus) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effects of your Armored Fury for the next 24 hours.
Previous Versions
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