Barbarian: Path of the Armored Hulk

by Lucifer1389

Search GM Binder Visit User Profile

Barbarian:

Path of the Armored Hulk

Most Barbarians rely on their bare self to deflect most blows, but some learn to utilize the effectiveness of steel and iron. The heaviest of armor gives you ample of protection, letting you focus on what's important: Annihilating your enemies.

Path of the Armored Hulk Features
Barbarian Level Feature
3rd Armored Warrior
6th Weight of Iron
10th Protection
14th Admantine Body

Armored Warrior

When you take this primal path at 3rd level, you gain proficiency in heavy armor, and heavy armor no longer hinders your rage and unarmored movement.

In addition, your armor combined with your honed body gives you the resilience of metal and stone. While raging, you gain a Damage Threshold equal to half your barbarian level(rounded up) + your constitution modifier.

You have immunity to all damage unless you take an amount of damage from a single Attack or Effect equal to or greater than your Damage Threshold, in which case you take damage as normal. Any damage that fails to meet or exceed your Damage Threshold is considered superficial and doesn’t reduce your Hit Points. You apply your damage threshold before any resistances.

Weight of Iron

Beginning at 6th level, you gain the ability to utilize the weight of your arms and armor behind your swings.

When you hit a creature with a weapon attack while raging, you can push it upto 10ft away from you in a straight line. If you score a critical hit, the distance the creature is pushed increases by upto 10ft per your proficiency modifier.

Steel Behemoth

By 10th level, your armored self acts as a beacon of protection for allies, and a hulking menace for enemies. Creatures of your choice have half cover while within 5ft of you.

When you score a critical hit against a creature while you are wearing heavy armor, the creature must succeed on a constitution saving throw of DC 8 + your strength + your proficiency modifier or be stunned until the end of your next turn.

Adamantine Body

At 14th level, your expertise in heavy armor and using it protect yourself cause you to appear more as steel than flesh while in battle. When you use your bonus action to rage, you gain temporary hit points equal to 1d12 times your constitution modifier. In addition, any critical hit against you becomes a normal hit.

Path of the Armored Hulk by Lucifer | Art by Ji Zhang

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.