Base Class: Barbarian
Barbarians on the path of savagery fight like beasts: With fist, foot, tooth, and claw. Whether they are street brawlers, gladiatorial combatants, or truly wild woodsmen, they all share one thing in common: They're strong - And that's all they've ever needed to make it this far!
Savage Nature
When you take this path at 3rd level, you receive several benefits fitting your savage nature:
- You gain proficiency in the Athletics skill if you don't already have it. Your proficiency bonus is doubled for any Strength (Athletics) check you make to shove or grapple an opponent.
- When making an unarmed strike, you can choose the damage type from the following: piercing, slashing, or bludgeoning. This is to reflect your use of teeth, sharpened nails, claws, or whatever other appendages you may have to beat down your enemies.
- Your damage die for unarmed strikes is a d6. This increases as you gain Barbarian levels: To a d8 at level 11, and a d10 at level 17.
Set 'em Up
Also at 3rd level, while raging, you can use your bonus action to make a special unarmed strike against an opponent you have grappled. If the attack hits, it staggers the opponent, leaving them temporarily vulnerable to attack. Until the start of your next turn, as long as the creature remains grappled by you, all of your allies within 5 ft of the creature have advantage on attack rolls made against it.
Empowered Savagery
At 6th level, while you are raging, your unarmed strikes are considered magical for the purpose of overcoming resistance to non-magical damage.
Knock 'em Down
Also at 6th level, you can use your action while raging and not wielding any weapons to make a special unarmed strike against an opponent. If the attack hits, it deals your normal damage for an unarmed strike, and if the target is able to be grappled by you (e.g. it is not too large or immune to the grappled condition), you may immediately move them as part of this action to anywhere within reach of your unarmed strikes. If the area where they land is solid ground, they must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Savage Awareness
By 10th level, you've spent so much time engaging all your senses with your enemies - taking in their smells, tasting their sweat and blood, hearing and feeling their final, heaving breaths on your skin - has given you a knack for detecting their presence when nearby.
You gain blindsight to a range of 10ft. Additionally, you gain advantage on Wisdom (Perception) checks that rely on senses other than sight made to locate or identify nearby creatures.
Overwhelming Strength
At 14th level, through your now vast experience doing so, you have discovered the best techniques to 'handle' your enemies with your great strength. You gain the following benefits while raging and not wielding any weapons:
- You are considered one size larger for the purposes of determining whether you may shove or grapple a creature, as well as when determining your speed while you have a creature grappled.
- When you successfully shove a creature or otherwise force them to move with one of the abilities granted by this subclass, you can now move them up to a number of feet equal to your Strength score.
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