Hardy:
A Guardforge gains an additional hit point every level.
Weapon Training:
The Guardforged gains proficiency with shields and one simple or martial weapon of it's choice. If the Guardforged has proficiency in all martial weapons, it may instead choose an exotic weapon to gain proficiency in.
Emergency Repair Protocol:
As a reaction to suffering damage, a Guardforged recovers 1d12 plus Constitution modifier hit points. Once this power is activated, the Guardforged must complete a short or long rest to regain it's usage.
Rage:
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
You have resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Unarmored Defense:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense:
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack:
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Shotgun Brute:
Barbarians are not often users of guns – they generally prefer the rough and tumble, in your face nature of melee combat. However, the siren song of the shotgun rings in their ears. It's blunt, to the point and devastating. Shotgun Brutes combine the ferocity of their rage with the dangerous nature of this firearm.
Danger Close:
Starting when you choose this path at 3rd level, you gain all the benefits from Rage when attacking with a shotgun, and ranged shotgun attacks count as attacks meant to continue. Additionally, a Shotgun Brute may use their Strength to determine attack and damage bonuses with a shotgun, and may Reckless Attack when using a Shotgun.
Expert Handling:
At 6th level, You reduce your misfire chance with Shotguns by 1.
At 13th level, you reduce it by 2.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Armiger:
You have practiced extensively with a variety of weapons and armor, gaining the following benefits:
- Increase your Strength or Dexterity cap by 2.
- You gain six proficiencies that you may allot to weapon, armor, tool, or shield proficiencies. Learning a simple weapon costs half a point, a martial weapon, a tool, or a new tier of armor costs 1 point, and an exotic armor or weapon costs 2 points. If available, Firearms cost 4 points each, but if you select two types of firearms, it only costs a total of 6. You must be proficient with the previous category of armor or with shields if you choose an armor or shield. (Light armor or shields requires no prior training, medium requires light armor proficiency, and heavy armor requires medium armor proficiency)
- Select a number of weapons equal to your proficiency modifier, which increases as your proficiency modifier does. When making attack rolls with the selected weapons, you may add your proficiency modifier to damage dealt. This does not stack with similar effects.
Style Training:
Many hours of practice and training have granted you greater skill at your preferred combat method.
- Increase your Strength or Dexterity by 1, to a maximum of your ability score cap.
- You gain the use of one Fighting Style, selected from the Fighter list. This follows all the rules as presented in this class feature's entry in the Fighter class.
- You qualify as a first level fighter wherever it might be applicable.
- When you begin initiative ready to use your style, you gain a +1 bonus on the roll.
Tough:
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
The Other End
Before taking the reload action, AMBER may make a single attack with the butt of her shotgun as a bonus action. She may also take opportunity attacks with the butt of her shotgun while she is holding it.