Barbarian
Base Class: Barbarian

Barbarians that follow the Path of the Marauder believe that one can depend only on his own strength, untainted by any tools or weapons, which they believe to be just a hindrance for a true warrior. As such, they reject those burdens and achieve their goals without sacrificing the purity of their bodies while also perfecting themselves to a degree none other can reach.

Rip And Tear

Starting when you choose this path at 3rd level, your unarmored attack damage increases to 1d6 + your strength modifier. You get to choose whether the damage you deal is classified as bludgeoning, piercing, or slashing type. Additionaly, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

While raging your unarmed attacks become even stronger. When you make an unarmed attack as an action, you substitute the Rage damage with an amount of d4 dices equal to the amount of damage you would normally gain from that feature.

Physical Perfection

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You also gain proficiency in athletics or expertise if you were already proficient in it.

Purity Of Body

At 10th level, you can use your attunement slots to perfect your own body, instead of wasting them on useless trinkets. You get the following options:

Blood filtration: You can spend thrice as long underwater without running out of breath as you normally would. Additionaly, you are immune to all kinds of poison.

Built Different: You gain climbing speed and swimming speed equal to your movement speed, also you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (stacks with other bonuses with the same description, for example Loxodon's Powerful build).

Leg Day: You gain additional 10 feet of movement, ignore non-magical difficult terrain, and additionally your Jump distance becomes twice as large for your Long Jump and thrice as large for your High Jump.

Hawkeye: you gain +5 to both your perception and insight, you get advantage when making saving throws against being blinded, and also you can recognize things from a much farther distance than you normally could.

Big Brain (requires 2 attunement slots): You become immune to mind-affecting status effects (such as charmed or frightened) and you gain advantage to your saves against illusion magic, additionally you become resistant against psychic damage.

Big Boy (requires 2 attunement slots): You can use the Enlarge spell on yourself equal to your proficiency bonus. The effect is not considered magical, and you do not need to concentrate on the effect. You recover all charges after every long rest.

Man Of Steel (requires 3 attunement slots) after every long rest you gain temporary hit points equal to your level * half of your constitution modifier, rounded up (min. 1). You also declare two types of damage against which you'll get resistance until the next long rest.

Overdrive (requires 3 attunement slots) when you use unarmed attacks you can make an additional attack as part of your action. This effect stacks with the Extra Attack class feature. Additionally you get to improve the dice gained from the Rip And Tear feature in your attacks from d4s to d8s.

You acquire additional attunement slots on 15th and 20th level (up to a total of 5). During a long rest you can change your attuned features, after that you'll need to wait 2d4 long rests before you can change them again.

Until It Is Done

At 14th level you can push your body into extreme performance levels one would think impossible.While raging you can once per turn as a bonus action, until the start of your next turn choose to either:

  • Double the damage you deal with all of your attacks, or:
  • Become resistant to every type of damage, or:
  • Gain the Sentinel feat and infinite amount of reactions, or:
  • Gain the benefits of the disengage action and double your movement speed for this turn, this movement speed cannot be externally reduced.

At the end of your Rage you take two points of exhaustion for every use of this feature during the rage period.

Previous Versions

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