Barbarian
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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