Base Class: Barbarian
"Credit for creation of this subclass goes to 5theditionhomebrewing.tumblr, I simply added it to dndbeyond for more people to experience."
Each living creature is subjected to limits which simply cannot exceeded. Or at least, that's what you've been told. Pushing yourself to the absolute limits of what is possible by sheer will and hard work is what drives you along your path. Relying on magic, armor, weapons, you'll never understand how others can call themselves warriors when they depend on tools such as these to survive in battle. You will forever push yourself, never satisfied until you have cracked through the ceiling hanging about you. And then the next one, and the next one!
Unarmed Combatant
Your whole life you have devoted yourself to battle in its purest form, hand to hand combat. Starting when you choose this path at 3rd level, you abandon the trivial weapons of metal and magic that your allies and enemies so desperately cling to, instead opting to use your flesh and bone to lead you to victory in your battles. You gain the following benefits:
- You can roll 2d4 in place of the normal damage of your unarmed strike.
- When you use the Attack action with an unarmed strike on your turn, you can make on unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- Your unarmed strikes are considered heavy weapons and gain the benefit of your additional rage damage.
Release Restraints
Beginning at 6th level, your training allows you to bypass the limits of your strength. Your access to this energy is represented by a number of restraint points. You have a number of restraint points equal to your proficiency bonus plus your Constitution modifier.
You can spend these points to fuel various features. You start knowing three such features: Empowered Strike, Energy Beam, and Enhanced Reaction. You learn more restraint features as you gain levels in this class.
When you spend a restraint point, it is unavailable until you finish a long rest. Additionally, you regain a single restraint point if you bring a creature to 0 hit points.
Some of your restraint features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Restraint save DC = 8 + your proficiency bonus + your Strength modifier.
Once you reach 9th level you gain the feature Transfer Energy. At level 13 you learn Destruction Wave feature. And once you've reached level 17 you learn the Controlled Frenzy feature.
Empowered Strike
Empowered Strike You can spend 1 restraint point to make all unarmed strike attacks you make until the start of your next turn count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Energy Beam
Energy Beam At the cost of a restraint point you can hurl a ball of pure energy. In place of any of your unarmed strike attacks you may make this special ranged attack. This attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is equal to your unarmed strike damage (2d4). This attack, though not strength based, still gains the benefit of your rage damage bonus and any other features you have that bolster your unarmed strikes (the effects of your Limitless Power and Unstoppable Force features both apply to this attack).
Enhanced Reaction
Enhanced Reaction When you are chosen as a target for an attack, before the attack roll is made, you can spend 1 restraint point to make an attack against the triggering creature or object as a reaction.
Transfer Energy
Transfer Energy Once you've reached 9th level, as a bonus action, by spending 1 restraint point you can transfer a portion of your power to another. You can choose one of the following options:
Surrender hit points up to your barbarian level and heal a living creature within 15 feet by that amount. You transfer ether your Strength or Dexterity to a creature within 15 feet of you. You take a -1 penalty in the chosen score and the target gains a +1 to that score. This effect lasts until the start of your next turn. You may expend an additional restraint point to make the bonus/penalty of this ability a +2/-2.
Destruction Wave
Destruction Wave At 13th level, you gain the ability to create an orb of concentrated energy far beyond what your Energy Beam feature can produce that erupts into a devastating explosion. As an action, you focus your strength to create an orb and hurl it at a point you choose within 90 feet, where it erupts into a devastating sphere of destruction. Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 4d4 radiant damage, or half as much on a save. You can increase the sphere's damage by spending restraint points. Each point you spend increases the damage by 2d4. This ability, as with the Energy Beam feature, gains the benefit of your rage damage bonus and any other features you have that bolster your unarmed strikes (the effects of your Limitless Power and Unstoppable Force features both apply to this ability).
Controlled Frenzy
Controlled Frenzy The power that you have employed up until now was merely a small fraction of what you are truly capable of. Beginning at 17th level, at the cost of 5 restraint points, you are able to bolster your physical prowess to the absolute limits your body can manage. For the next minute your Strength, Dexterity, and Constitution ability scores increase by 2 (there is no cap on how high this feature can bring these scores). You can only use this feature once per long rest
Limitless Power
You seek a challenge, another fighter that can match or even exceed your own capabilities, for facing them is your only way to truly improve. When facing such an opponent, an almost feral ferocity kicks in, allowing you access to pools of power you have yet to tap into fully.
Starting at 10th level, each hit you receive in combat fuels your power. Each time you drop 10 points below your max hit points your unarmed strikes become sharper, more dangerous. For each increment of 10 hit points you fall, your unarmed strikes gain a stacking +1 bonus to attack and damage rolls.
Unstoppable Force
Nothing can stand in the way of your sheer power. Beginning at 14th level, your momentum cannot be stopped. You are immune to any and all effects that would decrease or halt your movement. In addition, if you move at least 15 feet in a straight line before making an unarmed strike attack, your attack deals an additional die (d4) of damage.
Previous Versions
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