Path of the Dreadnought

While most barbarians trust in the strength of their build and grit to defend themselves from their enemies, some are not so naive as to shun additional fortifications. Barbarians that follow the Path of the Dreadnought are unstoppable, unflinchable, immutable warriors; their mettle and metal are not so frail as to suffer the pains of the flesh.

Ironclad

Starting when you choose this path at 3rd level, you know the ins and outs of operating while encumbered by heavy armor. You gain proficiency in heavy armor.

Additionally, your Rage and Fast Movement features are uninhibited by heavy armor, and function normally while you wear it.

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can target a creature that you can see, making them the focus of your wrath. You may make an Intimidation check, contested by the target's Wisdom saving throw, causing them to be frightened of you for 1 minute on a success. A frightened creature repeats this saving throw at a DC equal to your initial Intimidation check at the start of each of their turns. A single creature may not be subject to this effect more than once every 24 hours.

Mountaintop

At 6th level, your massive athletic ability has improved to even greater heights.

You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Additionally, you now count as one size category larger for all purposes besides the space that you occupy in combat. This effect combines with other effects that increase your effective size, such as the Powerful Build racial feature.

Living Missile

At 10th level, you have discovered a technique to use the massive weight of your armored body to your advantage.

While you are dashing, creatures making opportunity attacks against you do so with disadvantage.

While dashing, you may spend your bonus action to perform a special unarmed attack against a creature or object no more than one size category larger than you within the path of your movement. On a hit, the target is launched in a direction of your choice a number of feet equal to the distance you moved in a straight line before attacking them. Any creatures whose space the target passes through must make a Dexterity saving throw with a DC equal to your triggering attack or take 1d8 Bludgeoning damage and be knocked prone, taking half of the damage on a success, and not being knocked prone. The initial target falls prone at the end of the movement, and takes 1d8 Bludgeoning damage for each creature or destructible whose space it passed through, as well as 1d8 Bludgeoning damage if it impacts a wall or other solid object.

You may use this ability once per long rest.

Dreaded Permanence

At 14th level, your durability is like that of Adamantine; unyielding and unbreakable.

While in heavy armor, every instance of damage that you take is reduced by 5.