Barbarian
Base Class: Barbarian

 

Level

Proficiency Bonus

Features

Guard Dice

1st

+2

Shield Focus

—

2nd

+2

Guard Techniques

2d8

3rd

+2

Shield Path

2d8

4th

+2

Ability Score Improvement

2d8

5th

+3

Extra Attack

2d8

6th

+3

Mobile Defense

2d8

7th

+3

Shield Path feature

3d8

8th

+3

Ability Score Improvement

3d8

9th

+4

Shield Mastery

3d8

10th

+4

Shield Path feature

3d8

11th

+4

Unbreakable Wall

4d8

12th

+4

Ability Score Improvement

4d8

13th

+5

—

4d8

14th

+5

Shield Path feature

4d8

15th

+5

Shield Paragon

5d8

16th

+5

Ability Score Improvement

5d8

17th

+6

—

5d8

18th

+6

Shield Path feature

5d8

19th

+6

Ability Score Improvement

6d8

20th

+6

Living Fortress

6d8








Hit Dice: 1d12

Hit Points at level 1: 12+Con

Hit Points at higher levels: 1d12+Con




Saving Throws: Strength, Constitution

Armor Proficiencies: Light, Medium, Shields

Weapon Proficiencies: Simple weapons, Warhammer, Flail, Maul

Skills: Choose two from Animal Handling, Athletics, Intimidation, Insight, Investigation, Perception, Survival

Class Features

Shield Focus (1st level)

While you are wielding a shield, you gain a +1 bonus to AC in addition to the shield’s normal bonus.

In addition, your shield counts as a martial melee weapon with which you are proficient. It deals 1d6 bludgeoning damage and has the shove property for the purpose of class features.

Guard Techniques (2nd level)

You gain a pool of Guard Dice, which are d8s. You have two Guard Dice, and you regain all expended dice when you finish a short or long rest.

You can expend a Guard Die to use one of the following options:

  • Shield Bash. When you hit a creature with a melee attack, you can expend a Guard Die to add the die to the attack’s damage.

  • Brace. When you take damage, you can use your reaction and expend a Guard Die to reduce the damage by the number rolled + your Constitution modifier.

  • Interpose. When a creature you can see attacks an ally within 5 feet of you, you can use your reaction and expend a Guard Die to impose disadvantage on the attack roll.

Shield Path (3rd level)

You choose a Shield Path, which represents the philosophy behind your shield mastery:

  • Ironbound Aegis

  • Crushing Bulwark

Your choice grants features at 3rd, 7th, 10th, 14th, and 18th level.

Extra Attack (5th level)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mobile Defense (6th level)

While wielding a shield:

  • Opportunity attacks against you are made with disadvantage.

  • Creatures of your choice within 5 feet of you gain half cover while you are conscious.

Shield Mastery (9th level)

Your shield’s damage die increases to 1d8.

In addition, you can attempt to shove a creature as a bonus action on your turn.

Unbreakable Wall (11th level)

When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and gain temporary hit points equal to your Bulwark level. Once you use this feature, you can’t use it again until you finish a long rest.

Shield Paragon (15th level)

Your shield’s damage die increases to 1d10.

Additionally, when a creature scores a critical hit against you, you can expend two Guard Dice as a reaction to turn the critical hit into a normal hit.

Living Fortress (20th level)

While wielding a shield:

  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

  • Allies of your choice within 10 feet of you gain a +2 bonus to AC.

  • Your shield can’t be disarmed, destroyed, or forcibly removed from you.

Shield Path: Ironbound Aegis

You reinforce your shield with mechanisms, arcane plating, or magitech systems, transforming it into a reactive bastion.

Integrated Shield (3rd level)

Your shield is fitted with specialized components. Choose one module; you can change it when you finish a long rest.

  • Kinetic Dampener. Once per round when you take damage, reduce the damage by 1d6.

  • Grapple Clamps. When you hit a creature with your shield, you can attempt to grapple it without requiring a free hand.

  • Shock Emitter. Your shield deals lightning damage instead of bludgeoning damage.

Reactive Plating (7th level)

When you are hit by an attack, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. You can use this ability a number of times equal to your constitution modifier minimum once.

Overclock (10th level)

You can push your shield beyond its normal limits.

As a bonus action, you activate Overclock, which lasts for 1 minute, until you are incapacitated, or until you dismiss it (no action required).

While Overclock is active:

  • Your shield grants an additional +2 bonus to AC

  • Your shield attacks deal an extra 1d8 damage

  • Your speed is reduced by 5 feet

Once you use this feature, you can’t use it again until you finish a short or long rest.

Autonomous Defense (14th level)

Your shield can move independently to defend others. When a creature you can see within 10 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll.

You can use this reaction once per round.

Aegis Engine (18th level)

Your shield projects a powerful defensive field. While wielding it:

  • You and allies within 15 feet of you gain resistance to one damage type of your choice (chosen at the start of your turn).

  • You can’t be knocked prone or stunned.

Shield Path: Crushing Bearer

You transform your shield from a symbol of protection into an instrument of overwhelming force. Crushing Bulwarks believe that the surest defense is to break the enemy’s advance through sheer impact and dominance.

Heavy Shield Strikes (3rd level)

You have trained to wield your shield as a devastating weapon.

  • Your shield’s damage die becomes 1d8.

  • When you hit a creature with a shield attack, you can choose for the damage to be bludgeoning or slashing.

  • When you score a critical hit with a shield attack, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Momentum Breaker (7th level)

You turn forward motion into crushing force.

If you move at least 10 feet straight toward a creature immediately before hitting it with a shield attack on the same turn, you gain the following benefits:

  • The attack deals extra damage equal to your Strength modifier.

  • You can attempt to shove the target as part of the same attack, without using a bonus action.

Bonecrusher (10th level)

Your shield strikes leave foes reeling.

Once per turn, when you hit a creature with a shield attack, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Siege Shield (14th level)

Your shield strikes land with the force of a battering ram.

  • Your shield’s damage die becomes 2d8.

  • Your shield attacks ignore resistance to bludgeoning damage.

  • When you hit an object or structure with your shield, the attack deals double damage.

Avatar of Impact (18th level)

You embody unstoppable force on the battlefield.

As a bonus action, you can enter a state of destructive momentum that lasts for 1 minute. While this state is active:

  • Your shield attacks score a critical hit on a roll of 19 or 20.

  • When you hit a creature with a shield attack, you can push it up to 10 feet directly away from you.

  • You have advantage on Strength checks and Strength saving throws.

Once you use this feature, you can’t use it again until you finish a long rest.

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