Base Class: Barbarian
The Bruiser Barbarian fights with their bare hands as though they are real weapons and ward off hoards of enemies as if it were to their amusement. Their fists glow iridescently and are enchanted with virulent magical effects which deal a damage type of the Barbarian's choice, and in some cases, these Barbarians might sacrifice their own health to trawl more enemies into submission.
Iridescent Fists
At 3rd level, when you adopt this path, you gain the ability to do extra damage on your Unarmed Strikes of a specific type you choose equal to 1d4 + your proficiency bonus, this magic is unstable however, so you can only use the damage type twice in a row before switching to another. When you're forced to switch, you must roll a DC 12 Charisma saving throw. If you succeed on the roll, you choose the damage type, if you fail, the DM rolls the appropriate die and tells you which damage type you switched to. In addition, these damage types also have different side effects that happen when you do a total of 6 or more damage with your Iridescent Fists ability and the target fails the saving throw equal to 8 + the Iridescent Fists damage you dealt. The side effect is shown in the table.
| Damage type | Side effect | Save type |
|---|---|---|
| Acid | -5 penalty to attack rolls and all checks that rely on sight for a number of rounds equal to your proficiency bonus | Dex. save |
| Cold | Gains a level of exhaustion and a penalty on damage rolls equal to your proficiency bonus | Con. save |
| Fire | The target is lit on fire and takes 1d4 + your proficiency bonus fire damage at the start of its turns until it, another creature, or another effect extinguishes the fire | Dex. save |
| Force | The target is pushed 5 feet away and is knocked prone, this effect also deals double damage to structures (no save) | Str. save |
| Lightning | The target is stunned and takes 1d4 + your proficiency bonus Lighting damage every round as long as you're within 10 feet of it | Con. save |
| Necrotic | Strength and Dexterity score reduced by 5 | Con. save |
| Poison | Unable to heal for 1d6 + your proficiency bonus rounds | Con. save |
| Psychic | The target becomes frightened of you for 1d4 rounds | Wis. save |
| Radiant | Any metallic object the target is carrying heats up and the target is either forced to drop it, or takes 1d4 + your proficiency bonus Radiant damage at the start of each of its turns for 1d4 rounds | Cha. save |
| Thunder | The target is deafened and can't take reactions for 1d6 + your proficiency bonus rounds | Con. save |
Acid
You gain Acid damage for Iridescent Fists.
Cold
You gain Cold damage for Iridescent Fists.
Fire
You gain Fire damage for Iridescent Fists.
Force
You gain Force damage for Iridescent Fists.
Lightning
You gain Lightning damage for Iridescent Fists.
Necrotic
You gain Necrotic damage for Iridescent Fists.
Poison
You gain Poison damage for Iridescent Fists.
Psychic
You gain Psychic damage for Iridescent Fists.
Radiant
You gain Radiant damage for Iridescent Fists.
Thunder
You gain Thunder damage for Iridescent Fists.
Savage Brute
At 3rd level, when you adopt this Path, you gain the ability to sacrifice your own health in exchange for more virulence on the battlefield, you can use your bonus action to move up to half your speed towards and enemy and make one attack as part of the same bonus action, but you take 2d4 Necrotic damage.
Bruising Strength
6th-level Path of the Bruiser feature
The sheer force of your magic begins to empower your muscles. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Unstoppable Behemoth
10th-level Path of the Bruiser feature
Your rage becomes so fierce that you gain resistance to psychic damage while raging and succeeding on Strength saving throws now means you take no effect at all, and half effect on a fail.
Bridging Magic
14th-level Path of the Bruiser feature
You learn to channel your magical powers into other beings. You can cast [spell]bless[spell/] as a bonus action a number of times equal to 1 + your Charisma modifier even while you're raging. You regain all expended uses on a short rest.
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