Path of the Dreadnought

by Gigachad

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Path of the Dreadnought

In places like the City of Brass, towering fire giants called dreadnoughts act as living siege machines. Path of the dreadnought barbarians battle in similar ways, laying siege to the towers and castles of their enemies, all while often wielding two shields, or a singular massive shield (called a dueling shield). Other times, they are seen holding large and unwieldy weapons in a single hand. These barbarian's fury have spread far and wide, even to the small races found on the Material Plane who are just as deadly wielding lances without the aid of a mount. A dreadnought knows only one path to their enemy, and that is forward.

Metal Work

When you choose this path at 3rd level, you gain proficiency in the Athletics skill and with smith's tools.

Hands of Might

At 3rd level, you ignore the two-handed quality of the greatsword, maul, glaive, halberd, and pike. You also don't require two hands to wield a lance when you aren't mounted.

Path of the Dreadnought barbarians are also experts with shields both offensively and defensively. You can benefit from two shields at a time, and when you wield a shield, it counts as a one-handed melee weapon for you, which deals 1d6 bludgeoning damage on a hit.

In addition, you know how to turn a shield into an dueling shield, a powerful piece of equipment that counts as a two-handed melee weapon for you. When you finish a long rest, you can use smith's tools to reinforce wood and metal into a shield and thereby turn it into a dueling shield. A dueling shield increases your armor class by 3, and deals 1d8 bludgeoning damage on a hit.

When you make a melee weapon attack using a shield or dueling shield you are wielding, you gain a bonus to the damage roll equal to the shield's bonus to your Armor Class.

Ramping Charge

Beginning at 6th level, you can ramp up a charge into anything you wish to destroy. If you move at least 10 feet in a straight line right before attacking a target and you hit it with the attack, the target takes an extra 1d6 bludgeoning damage for every 10 feet you moved, to a maximum of 4d6. You can use this feature only once on each of your turns.

Master Crusher

At 10th level, you become a living siege weapon. Whenever you hit an object, the hit deals maximum damage to it.


























































































































































































































Inevitable Fury

By 14th level, your urge to power forward is so great that spells and other magical effects can't reduce your speed. Additionally, when you make a saving throw against a spell or magical effect and succeed, you can use your reaction to move up to your speed and make a melee weapon attack with advantage. If this movement is in a straight line, you can benefit from Ramping Charge. On a hit, the target takes bonus damage equal to half your barbarian level.

























































































































































































































































































































































































































































































































Credit

Art by Wizards of the Coast

 

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