Barbarian
Base Class: Barbarian

Some barbarians hail from cultures or lives that revere the raw power of the natural self, improving themselves physically to trump all comers in the field of glorious combat. Those that follow the Path of Glorious Warrior prefer to fight empty handed, relying on their own raw power and skill to gain the upper hand in battle, showcasing their might in a furious dance of might and speed. Battle is the most important thing for those that follow this path and they seek to make every battle memorable for both themselves and their opponent.

 

Knuckle Down

Starting when you choose this path at 3rd level, your training and knack for unarmed combat has caused you to deal more damage with your unarmed strikes as well as strike faster when enraged. You can roll a d4 in place of the normal damage of your unarmed strike. Damage for your unarmed strikes increases when you reach 6th level (d6), 10th level (d8), and 14th level (d10)

One Two

Starting at 3rd level, while you are raging you can use a bonus action to preform an unarmed strike.

Grit

Beginning at 6th Level, Whenever you take the Dodge action, you can use your reaction to make an unarmed strike against any creature that misses you with an attack until the beginning of your next turn. Additionally while you are wearing no armor and are unarmed you gain resistance to bludgeoning damage.

Haymaker

Beginning at 6th level, while you are raging and you move at least 15ft without interruption (i.e;  not Moving through difficult terrain,  or climbing, etc..) before making an attack this turn, the first attack you preform after moving the minimum distance has the full weight of your movement behind it dealing additional damage equal to your maximum unarmed strike damage. You can only gain this benefit once per turn.

CQC Expert

Starting at 10th level, your expertise in close quarters combat is rivaled by few. While you are within 5ft of a hostile creature you have advantage on all saving throws against being stunned, grappled, or knocked prone from that creature.

Additionally you gain advantage on all grappling checks.

Face-Breaker

Starting at 10th level, while you are Raging, if you are currently grappling a creature, you can use a bonus action to attempt grab another creature that is within 5ft of you and smash them into the other. If successful both creatures must succeed on a Constitution saving throw where the DC = 8 + your proficiency bonus + your Strength modifier. If a creature fails its saving throw, it is stunned until the end of your next turn.

Rolling Thunder

Starting at 14th level, you've learned to press the advantage when your opponent is reeling from your critical strikes. When you successfully land a critical hit against a creature with your unarmed strike, you can immediately make two additional unarmed strikes against that creature only. You can only gain this benefit once per turn. If you are Raging you can use The Showstopper instead of the additional unarmed strikes.

The Showstopper

Starting at 14th level, your constant battles have honed your warrior spirit to a razor edge giving birth to a signature move with deadly effect. While Raging, you can attempt to preform a powerful finishing move against a creature that is able to be grappled by you. Make an unarmed strike against a creature in range. If successful, the creature takes 2 d 10 + your Proficiency bonus + your Strength modifier bludgeoning damage, is knocked prone and their speed is reduced by half until the end of their next turn. After using this special technique you can not so again until you finish a long rest OR use all your remaining Rage charges.

You describe the special attack that your character preforms, this move becomes the signature move of theirs.

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