Base Class: Barbarian
Power Armor: Beginning at 3rd level, you or an artificer can turn a suit of heavy armor you own into power armor, provided either of you have smith’s tools on hand. You gain the following benefits while wearing the power armor:
- You gain proficiency in heavy armor
- You can use your power armor as a spell casting focus for your Power Armor Barbarian spells.
- The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
- While wearing this armor, you can cast and concentrate on the spells from your Power Armor list and the spells you chose for this subclass even while raging (this works casting the same spells from other spellcasting classes as well)
- You still get your unarmored features while wearing your power armor if you want them, but not any other sets of armor.
The armor continues to be power armor until you doff it, don another suit of armor, or you die.
Power Armor Spells: Additionally, at 3rd level you can cast the following spells once per day each at their lowest level, when you gain them at the appropriate levels. Your spellcasting for these spells is Constitution.
Barbarian Level: Spell
3rd: Thunderwave, Shield
5th: Branding Smite, Enhance Ability
9th: Lightning Bolt, Fly
13th: Death Ward, Fire Shield
17th: Passwall, Wall of Force
Armor Model: At 6th level, you can customize your power armor. When you do so, choose one of the following armor models: Battlerager, Berserker, Guardian, or Heavy. The model you choose gives you special benefits while wearing it. Each model includes a special weapon. When you attack using that special weapon, you can use Dexterity or Strength for your attack and damage rolls. You can change the model of power armor whenever you finish a long rest, provided you have smith’s tools on hand.
Battlerager. Your armor isn't meant to be hidden in the back, you were born to be in the harshest spot in battle. It has the following features:
Bladed Armor. Your unarmed strikes do 1d8 slashing damage. Additionally when you hit a creature you can spend a use of one of your power armor spells add 2d8 force damage with a 1st level spell, and adding an additional 1d8 per spell level higher (to a max of 5d8 force damage).
Siege Crusher. You deal an additional 2d8 slashing damage to objects and constructs larger than you.
Berserker. Your set of power armor is designed for as much destruction as it can possibly make on the battlefield. It has the following features:
Grenade Launcher. A number of times per day up to half your proficiency modifier (rounded down), you can make a ranged attack at a target, with a range of 60/180. On a hit, the target and all targets within 30 feet of the intended target take 8d6 fire damage, and any flammable objects within the 30 feet of the target not being worn or carried catch on fire.
Blast Resistant Armor. Your armor makes you resistant to fire damage.
Guardian. Your set of power armor is designed for you to be a protector of important personages. It has the following features:
Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 2d6 thunder damage on a hit. This damage increases by 1d6 at 10th level, and again at 15th. A creature hit by the gauntlets has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a distracting pulse when the creature attacks someone else.
Defensive Field. You gain a bonus action that you can use on each of your turns while raging to give yourself or a friendly creature within 10 feet of you temporary hit points equal to your Barbarian level, replacing any temporary hit points you or the creature still has. You and the friendly creature lose these temporary hit points if you doff your armor.
Heavy. You are the big guns of the troop and the most difficult to push around. Your armor is made to reflect that and has the following features:
Bulky. Your carrying capacity is doubled. Additionally, effects that would move you against your will move you a number of feet less equal to 5 times your proficiency bonus.
Machine Gun. As an action, you can cast Magic Missile at a level equal to your proficiency bonus without spending a spell slot (Magic Missile is also added to your spell list while your armor is in this mode). You must take a long rest before casting it in this way again.
Thick Armor. Any bludgeoning, piercing, slashing, acid, cold, fire, lightning, poison, or thunder damage you take is reduced by an amount equal to your proficiency bonus (after applying resistance or vulnerability).
Improved Power Armor: At 10th level, the armor models gain the following benefits when you choose them:
Battlerager. Your unarmed strikes deal an additional 1d8 slashing damage, and you become immune to force, radiant, and psychic damage while raging, and have resistance to them while not raging.
Berserker. Whenever you get hit by a melee attack, you can choose to use a reaction to deal 3d6 lightning damage to the attacker. While you are raging, you add your rage damage to this damage. You can do this a number of times up to your Constitution modifier and regain expended uses after taking a long rest.
Guardian. You gain a bonus to armor class equal to your Constitution modifier. Every time you give you or a friendly creature temporary hit points, you or the creature gains an additional amount equal to your Constitution modifier.
Heavy. You gain permanent resistance to three of the damage types from your Thick Armor, and gain resistance to the others while raging.
Perfected Armor: At 14th level, the armor models gain the following benefits when you choose them:
Battlerager. Whenever you hit a creature with an attack and the damage you deal makes it drop to 0 hit points, you gain temporary hit points equal to the damage you dealt to that creature as your armor drains their energy.
Berserker. The brute force of your attacks are amplified. Whenever you hit a creature with a ranged or melee attack, the creature must make a Strength saving throw against your spell save DC or be flung a number of feet equal to 10 times your Strength modifier away from you.
Guardian. Tinkering with your armor’s energy system leads you to discover a powerful tractor beam. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet towards you to an unoccupied space. If the target is pulled within 5 feet of you, you can make a melee weapon attack as part of this reaction and that attack deals an additional 2d6 force damage.You can use this reaction a number of times equal to your Constitution modifier (minimum once). You regain all expended uses when you finish a long rest.
Heavy. All attacks you make (both weapon and spell) deal an additional amount of force damage equal to your Constitution modifier due to an overcharge of power in your armor.
Power Armor
Beginning at 3rd level, you or an artificer can turn a suit of heavy armor you own into power armor, provided either of you have smith’s tools on hand. You gain the following benefits while wearing the power armor:
- You gain proficiency in heavy armor
- You can use your power armor as a spell casting focus for your Power Armor Barbarian spells.
- The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
- While wearing this armor, you can cast and concentrate on the spells from your Power Armor list and the spells you chose for this subclass even while raging (this works casting the same spells from other spellcasting classes as well)
- You still get your unarmored features while wearing your power armor if you want them, but not any other sets of armor.
The armor continues to be power armor until you doff it, don another suit of armor, or you die.
Power Armor Spells
Additionally, at 3rd level you can cast the following spells once per day each at their lowest level, when you gain them at the appropriate levels. Your spellcasting for these spells is Constitution:
Barbarian Level: Spell
3rd: Thunderwave, Shield
5th: Branding Smite, Enhance Ability
9th: Lightning Bolt, Fly
13th: Death Ward, Fire Shield
17th: Passwall, Wall of Force
Armor Model
At 6th level, you can customize your power armor. When you do so, choose one of the following armor models: Battlerager, Berserker, Guardian, or Heavy. The model you choose gives you special benefits while wearing it. Each model includes a special weapon. When you attack using that special weapon, you can use Dexterity or Strength for your attack and damage rolls. You can change the model of power armor whenever you finish a long rest, provided you have smith’s tools on hand.
Battlerager. Your armor isn't meant to be hidden in the back, you were born to be in the harshest spot in battle. It has the following features:
Bladed Armor. Your unarmed strikes do 1d8 slashing damage. Additionally when you hit a creature you can spend a use of one of your power armor spells add 2d8 force damage with a 1st level spell, and adding an additional 1d8 per spell level higher (to a max of 5d8 force damage).
Siege Crusher. You deal an additional 2d8 slashing damage to objects and constructs larger than you.
Berserker. Your set of power armor is designed for as much destruction as it can possibly make on the battlefield. It has the following features:
Grenade Launcher. A number of times per day up to half your proficiency modifier (rounded down), you can make a ranged attack at a target, with a range of 60/180. On a hit, the target and all targets within 30 feet of the intended target take 8d6 fire damage, and any flammable objects within the 30 feet of the target not being worn or carried catch on fire.
Blast Resistant Armor. Your armor makes you resistant to fire damage.
Guardian. Your set of power armor is designed for you to be a protector of important personages. It has the following features:
Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 2d6 thunder damage on a hit. This damage increases by 1d6 at 10th level, and again at 15th. A creature hit by the gauntlets has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a distracting pulse when the creature attacks someone else.
Defensive Field. While Raging, you gain a bonus action that you can use on each of your turns to give yourself or a friendly creature within 10 feet of you temporary hit points equal to your Barbarian level, replacing any temporary hit points you or the creature still has. You and the friendly creature lose these temporary hit points if you doff your armor.
Heavy. You are the big guns of the troop and the most difficult to push around. Your armor is made to reflect that and has the following features:
Bulky. Your carrying capacity is doubled. Additionally, effects that would move you against your will move you a number of feet less equal to 5 times your proficiency bonus.
Machine Gun. As an action, you can cast Magic Missile at a level equal to your proficiency bonus without spending a spell slot (Magic Missile is also added to your spell list while your armor is in this mode). You must take a long rest before casting it in this way again.
Thick Armor. Any bludgeoning, piercing, slashing, acid, cold, fire, lightning, poison, or thunder damage you take is reduced by an amount equal to your proficiency bonus (after applying resistance or vulnerability).
Battlerager
Your armor isn't meant to be hidden in the back, you were born to be in the harshest spot in battle. It has the following features:
Bladed Armor. Your unarmed strikes do 1d8 slashing damage. Additionally when you hit a creature you can spend a use of one of your power armor spells to add 2d8 force damage with a 1st level spell, and adding an additional 1d8 per spell level higher (to a max of 5d8 force damage).
Siege Crusher. You deal an additional 2d8 slashing damage to objects and constructs larger than you.
Berserker
Your set of power armor is designed for as much destruction as it can possibly make on the battlefield. It has the following features:
Grenade Launcher. A number of times per day up to half your proficiency modifier (rounded down), you can make a ranged attack at a target, with a range of 60/180. On a hit, the target and all targets within 30 feet of the intended target take 8d6 fire damage, and any flammable objects within the 30 feet of the target not being worn or carried catch on fire.
Blast Resistant Armor. Your armor makes you resistant to fire damage.
Guardian
Your set of power armor is designed for you to be a protector of important personages. It has the following features:
Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 2d6 thunder damage on a hit. This damage increases by 1d6 at 10th level, and again at 15th. A creature hit by the gauntlets has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a distracting pulse when the creature attacks someone else.
Defensive Field. You gain a bonus action that you can use on each of your turns to give yourself or a friendly creature within 10 feet of you temporary hit points equal to your Barbarian level, replacing any temporary hit points you or the creature still has. You and the friendly creature lose these temporary hit points if you doff your armor.
Heavy
You are the big guns of the troop and the most difficult to push around. Your armor is made to reflect that and has the following features:
Bulky. Your carrying capacity is doubled. Additionally, effects that would move you against your will move you a number of feet less equal to 5 times your proficiency bonus.
Machine Gun. As an action, you can cast Magic Missile at a level equal to your proficiency bonus without spending a spell slot (Magic Missile is also added to your spell list while your armor is in this mode). You must take a long rest before casting it in this way again.
Thick Armor. Any bludgeoning, piercing, slashing, acid, cold, fire, lightning, poison, or thunder damage you take is reduced by an amount equal to your proficiency bonus (after applying resistance or vulnerability).
Improved Power Armor
At 10th level, the armor models gain the following benefits when you choose them:
Battlerager. Your unarmed strikes deal an additional 1d8 slashing damage, and you become immune to force, radiant, and psychic damage while raging, and have resistance to them while not raging.
Berserker. Whenever you get hit by a melee attack, you can choose to use a reaction to deal 3d6 lightning damage to the attacker. While you are raging, you add your rage damage to this damage. You can do this a number of times up to your Constitution modifier and regain expended uses after taking a long rest.
Guardian. You gain a bonus to armor class equal to your Constitution modifier. Every time you give you or a friendly creature temporary hit points, you or the creature gains an additional amount equal to your Constitution modifier.
Heavy. You gain permanent resistance to three of the damage types from your Thick Armor, and gain resistance to the others while raging.
Battle Rager
Your unarmed strikes deal an additional 1d8 slashing damage, and you become immune to force, radiant, and psychic damage while raging, and have resistance to them while not raging.
Berserker
Whenever you get hit by a melee attack, you can choose to use a reaction to deal 3d6 lightning damage to the attacker. While you are raging, you add your rage damage to this damage. You can do this a number of times up to your Constitution modifier and regain expended uses after taking a long rest.
Guardian
You gain a bonus to armor class equal to your Constitution modifier. Every time you give you or a friendly creature temporary hit points, you or the creature gains an additional amount equal to your Constitution modifier.
Heavy
You gain permanent resistance to three of the damage types from your Thick Armor, and gain resistance to the others while raging.
Perfected Armor
At 14th level, the armor models gain the following benefits when you choose them:
Battlerager. Whenever you hit a creature with an attack and the damage you deal makes it drop to 0 hit points, you gain temporary hit points equal to the damage you dealt to that creature as your armor drains their energy.
Berserker. The brute force of your attacks are amplified. Whenever you hit a creature with a ranged or melee attack, the creature must make a Strength saving throw against your spell save DC or be flung a number of feet equal to 10 times your Strength modifier away from you.
Guardian. Tinkering with your armor’s energy system leads you to discover a powerful tractor beam. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC (your spellcasting is Constitution) or be pulled up to 30 feet towards you to an unoccupied space. If the target is pulled within 5 feet of you, you can make a melee weapon attack as part of this reaction and that attack deals an additional 2d6 force damage.You can use this reaction a number of times equal to your Constitution modifier (minimum once). You regain all expended uses when you finish a long rest.
Heavy. All attacks you make (both weapon and spell) deal an additional amount of force damage equal to your Constitution modifier due to an overcharge of power in your armor.
Battlerager
Whenever you hit a creature with an attack and the damage you deal makes it drop to 0 hit points, you gain temporary hit points equal to the damage you dealt to that creature as your armor drains their energy.
Berserker
The brute force of your attacks are amplified. Whenever you hit a creature with a ranged or melee attack, the creature must make a Strength saving throw against your spell save DC (your spellcasting is Constitution) or be flung a number of feet equal to 10 times your Strength modifier away from you.
Guardian
Tinkering with your armor’s energy system leads you to discover a powerful tractor beam. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet towards you to an unoccupied space. If the target is pulled within 5 feet of you, you can make a melee weapon attack as part of this reaction and that attack deals an additional 2d6 force damage.You can use this reaction a number of times equal to your Constitution modifier (minimum once). You regain all expended uses when you finish a long rest.
Heavy
All attacks you make (both weapon and spell) deal an additional amount of force damage equal to your Constitution modifier due to an overcharge of power in your armor.
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