Base Class: Barbarian
For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.
These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.
Matter At Hand
When you choose this path at 3rd level, you gain proficiency with improvised weapons. Additionally, your unarmed strikes deal damage equal to 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to a simple weapon, you can use that weapon’s statistics instead.
Your unarmed strike increased to 1d6 + your Strength Modifier when you reach level 5, 1d8 + your Strength Modifier when you reach level 10 and 1d10 + your Strength Modifier when you reached level 14.
Furthermore, when you reached level 6, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Favor The Bold
At 6th level, when the adrenaline kicks in, primal instinct propels you to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.
While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.
Stroke of Inspiration
At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom check, you can expend a use of your rage to reroll the check with advantage. You must use the new roll.
Tenacious Heart
Starting at the 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.
- Inspiring. Your inspiring last stand fills your allies with
renewed vigor. Allies within 30 feet of you that can see or
hear you gain 10 temporary hit points. - Persistent. You won’t quit without a fight. The DC of
your Relentless Rage feature is reduced by 5 until the end
of your turn. - Rallying. Your heroic refusal to die fills your allies with
confidence. All allies within 30 feet of you that can see or
hear you gain advantage on the next attack roll they make
within the next minute.
Previous Versions
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