Path of Heavy Armor (5e Subclass)

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Path of Heavy Armor[edit]

Most barbarian traditions reject the use of heavy armor, considering it to be a weakness, a hindrance that prevents their movement and, more important than all, their ability to properly channel their inner rage. Seekers of the heavy armor path, however, find strength on those perceived limitations. Using the Barbarian Plate, a suit of armor even heavier than the regular heavy armors, they condition their bodies and spirits to become able to fight inside those suits of metal, wearing them like a second skin.

These barbarians master the art of the forge, and they treat the process of crafting their armor as part of their physical training. When honing and improving their armors, they are also perfecting a part of their own bodies, since this is what the armors represent to those barbarians.

Armorer

You have mastered the techniques of the forge in relation to crafting and modifying armors. Starting at 3rd level, you gain proficiency with the smith's tools and with heavy armor. Wearing heavy armor doesn't prevent you from benefiting from the Rage and Fast Movement features.

In addition, you can even craft magical suits of heavy armor. When crafting a magical heavy armor, you can spend a use of rage, instead of a spell slot, for every workday. This use of rage is considered a spell slot with a level equal to your proficiency bonus -1, and is considered to be the appropriate spell for that suit of armor.

Barbarian Plate

Starting at 3rd level, you can craft a specially designed armor, to maximize the benefits of your rage and also to serve as a training tool for more advanced models. You must have crafted this armor, or you can modify an existing one over the course of 8 hours, by spending 50 gp in materials.

This armor is extremely heavy. It gives you disadvantage on Strength and Dexterity checks and saving throws, and reduce your movement by 10 feet. In addition, it halves your carrying capacity.

While you are raging while wearing the Barbarian Plate, you ignore all its hindrances and you gain the following benefits:

  • You gain a +2 bonus to your Dexterity saving throws, as you can use the plate to effectively cover yourself, instead of relying solely on agility.
  • You can reroll failed checks and saving throws against effects that cause you to be pushed or knocked prone. You can choose the highest result.
  • You ignore the effects of exhaustion.
  • You are immune to the stunned condition.
Armor Redesign

Starting at 6th level, thanks to your training with that heavy suit of armor, you are now able to redesign it to better suit your new skillset, acquired through your body conditioning. The armor no longer offer its hindrances, even when you are not raging. While you enter in rage wearing the Barbarian Plate, you gain temporary hit points equal to your Barbarian level.

In addition, when you craft or modify a Barbarian Plate, choose one of the following designs: lightened, reinforced, or spiked. You gain the additional benefits depending on the chosen design. These benefits last for the duration of the rage, or until you lose the temporary hit points.

Lightened. This model is lighter than the original plate, making your body, used with the heavier weights, much faster. You can take the Dash and Dodge action as a bonus action, and you have advantage on Dexterity checks.
Reinforced. This armor is even heavier and stronger than the typical Barbarian Plate, but now your body is used to the weight. While raging, you gain a bonus to your AC equal to half your Constitution modifier (minimum of 1).
Spiked. This armor is covered in spikes. When you take the Attack action and make a melee weapon attack against a creature within 5 feet, you can use your bonus action to make a unarmed strike. This unarmed strike cause piercing damage, rather than bludgeoning, on a hit. In addition, when a creature within 5 feet hit you with a melee attack, succeeds in grappling or restraining you, or is currently grappling you, you can use your reaction to cause piercing damage equal to your Strength modifier.
Metallic Skin

Starting at 10th level, your armor becomes a second skin to you, allowing for a more effective and faster defense. You can use rage as a reaction when you take damage, allowing to apply your resistance to the damage taken.

Mastercraft Armor

Starting at 14th level, you can modify the armor with the three modifications at once, gaining all their benefits while raging.

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