Barbarian
Base Class: Barbarian

You are able to channel your rage into your unarmed fighting style, letting you wait until the right time and then smash your puny enemies. 

Empowered Strikes

Your unarmed strikes hit harder than most. Your strikes do damage with dice now:

- At level 3 - 7, your unarmed strikes do 1d6 + 1 + STR Mod of damage.
- At level 8 - 11, your unarmed strikes do 1d8 + 1 + STR Mod of damage.
- At level 12 - 15, your unarmed strikes do 1d10 + 1 + STR Mod of damage.
- At level 16 - 20, your unarmed strikes do 1d12 + 1 + STR Mod of damage.

Empowered Strikes (Level 12)

Your unarmed strikes do 1d10 + 1 + STR Mod of damage.

Empowered Strikes (Level 16)

Your unarmed strikes do 1d12 + 1 + STR Mod of damage.

Empowered Strikes (Level 3)

Your unarmed strikes do 1d6 + 1 + STR Mod of damage.

Empowered Strikes (Level 8)

Your unarmed strikes do 1d8 + 1 + STR Mod of damage.

Channeled Strikes

At 6th level, you get the ability to channel your rage into your strikes. You learn to harness this power, and you get to choose 2 maneuvers at level 6 and 1 more at level 10. These maneuvers are detailed below. For any strike  that requires a saving throw, the DC is 8 + Proficiency Bonus + your STR modifier.

You are able to use only one Channeled Strike per round. This includes both reactions and normal attacks. In addition, your strikes now do magical damage. 

Crushing Strike

When you hit an enemy with an unarmed strike, they must roll a Dexterity saving throw. If this fails, they get disadvantage on all saving throws until the start of their turn.

Raging Strike

When you hit an enemy with an unarmed strike, you are able to use this ability to attempt and stun the enemy. They must roll a Constitution save. If this saving throw fails, they will be stunned until the end of your next turn.

Savage Strike

You strike your enemy with such savagery that anyone who sees it and is within 30 ft. must roll a Wisdom saving throw. If they fail, they will be Frightened of you. 

Slamming Strike

When you hit an enemy with an unarmed strike, you are able to use this ability to attempt and knock the enemy prone. They must roll a Strength or Dexterity saving throw, and if they fail they are knocked prone. If they are knocked prone, you can make a unarmed strike as a bonus action.

Sucker Punch

As a reaction to an enemy attack trying to hit you, you can make an unarmed strike. This always hits first.

Uppercutting Strike

You launch a strong uppercut into your enemy, and they take 1d4 extra damage from this blow.

Blocking Stance

Whenever you aren't raging, you take on a blocking stance. This gives you +2 AC against any melee attack made against you. Alongside this, you get the ability to parry melee attacks. To parry, you need to react to an incoming attack with a grapple check. If it succeeds, the attack fails. However, if it fails, you take 1.5x the damage you normally would, rounded up. This counts as a reaction.

Not Counted Out

When your HP hits 0, you can use a reaction to roll a Constitution saving throw. The DC for this is half the damage you took, rounded up. This has a minimum DC of 11. If you fail, you go unconscious. If you succeed, you get 1 HP back. You can only do this once per short rest.

If you survive, you can choose one of four effects to apply as you return to the battlefield. You either:

- Make an unarmed strike against your attacker.
- Move half your Movement Speed away from your attacker, without provoking opportunity attacks.
- Impose disadvantage on all enemy melee attack rolls targeting you, until your next turn.
- Heal back 1d8 of HP.

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