Barbarian: Disciples in Iron
The Disciples in Iron are a fanatical group of warriors that follow the Lord in Iron. The group wears bulky iron armor that conceals their faces and protects them from harm, vowing to only show their face once their mission of conquest is complete. While the Disciples are intent on invading and conquering Valtoria, they don't do so out of a lust for power or evil, they believe that should the king of Valtoria lose, then he wasn't powerful enough to protect his people and doesn't deserve his position.
Rage in Iron
At 3rd level, you gain proficiency in heavy armor, and you may still enter rage while wearing heavy armor as long as you are wielding a heavy two-handed weapon.
Additionally, when you enter rage while wearing heavy armor, you gain temporary hit points equal to half your constitution score (rounded down).
Conquest in Iron
At 6th level, your devotion to the right of conquest has made you a formidable foe. You gain the following abilities:
Conquered Land. If a creature that you have damaged on your current turn or on your previous turn is dropped to 0 hit points, you can choose to make the area within 15 feet of their corpse your Conquered Land for 1 minute. While standing within your Conquered Land, you gain the following benefits:
You have a +2 bonus to your AC
Once per turn, you may add your constitution score to the damage roll of a weapon attack.
As a bonus action on your turn, you can change your Conquered Land to Promised Conquest instead.
Promised Conquest. You may expend a use of your rage feature to make a vow to conquer the designated area. You choose a 15 foot radius sphere as your Promised Conquest for 1 minute. While standing within your Promised Land, you gain the following benefits:
As a reaction when you take elemental damage such as Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, or Thunder, you can pick one of those damage types and halve the damage of the chosen damage type.
Once per turn, if you make an attack while using reckless attack, you gain temporary hit points equal to your Constitution modifier (minimum of 1). These temporary hit points vanish if your rage ends or if you move outside of your Promised Conquest area.
When a creature who is within your Promised Conquest and you have damaged them on your current turn or previous turn is dropped to 0 hit points, you can choose to switch your Promised Conquest into Conquered Land. If you do so, you regain one rage charge. The Conquered Land copies the same area of effect as your Promised Conquest did, regardless of where the creature who was reduced to 0 hit points was.
You may only have one Conquered Land or Promised Conquest at a time, if you designate a new area as your Conquered Land or Promised Conquest, the old area ceases to act as your Conquered Land or Promised Conquest. The Conquered Land or Promised Conquest only ends early if you are taken to 0 hit points.
Protect in Iron
The Disciples in Iron may believe in the right of conquest, but they also believe in defending those that cannot defend themselves. At 10th level, your big and bulky armor allows you to act as total cover. Your DM will decide which square within 5 feet of you counts as being "behind" you when you end your turn, picking logically based on the actions you took during your turn. If an ally is standing behind you, they gain the following benefits:
Any area of effect ability that needs to pass through you to affect them is blocked by you.
Attack rolls cannot be made against them while you stand between the ally and the attacking creature.
Attacks of opportunity cannot be made against them.
Additionally, when you see an ally get attacked or is subjected to an area of effect, you may use your reaction to move up to your speed to intercept it. If you end your turn within 5 feet of the ally, the attack roll instead targets you, or the area of effect no longer affects the ally.
Unbroken in Iron
At 14th level, you cannot be reduced to zero hit points unless the damage from a single source does more damage than your AC while you are raging. If the attack deals damage less than or equal to your AC, you instead drop to 1 hit point.