Barbarian
Base Class: Barbarian

Some men grow in the wilds with no weapons to hunt. They use the one thing that has never let them down - Their bloodsoaked hands.

The path of a Wild Man is a path that man would call uncivilized and brutal, But the wild man cares not for others opinions, as long as he survives. He'll be the one to judge his own strength.

Wild Fists

Your fists have never let you down, They won't stop now. Starting when you choose this path at 3rd level your unarmed strikes become 1d4+str 1d6+str at 5th level. 1d8+str at 10th level 1d12+str at 15th level.

Wild fighting

At 3rd level you gain the ability to grapple with your bonus action. While grappling a target you get access to new moves to use against said creature. You can use a number of these moves equal to your STR modifier. (Minimum of 1)

Wild throw - As a attack action make a athletics check, this determines how far you can throw the thing you're holding (Rounded down). If the thrown thing hits another object (ex tree, wall, another person) they take 1d8+str bludgeoning damage, if striking another person with the throw, they also take that damage. The grappled target must be your size or smaller and If you miss the target leaves your grasp.

Overhead slam - As a attack you throw your carried object on the ground 5 feet infront of you. They take 1d10+str bludgeoning damage and are prone. If you miss the target leaves your grasp.

Boundless strength

Beginning at 6th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your Wild throw increases to 2d8+str and your Overhead slam increases to 2d10+str

Wild assault

Beginning at 10th level if you move atleast 20 feet in a straight line you can use a attack to tackle the enemy, knocking them prone and grappling them.

Or if you steady yourself by sacrificing your movement. You can use a attack to push a enemy. Roll athletics rolled to determine how far you push them (Rounded down). If the target hits a creature or object in this way they take bludgeoning damage in preportion to how much movement was left in the push. (ex, pushing a target 30 feet into a wall 5 feet behind them, they take 25 bludgeoning damage)

Wild roar

Starting at 14th level you can unleash a bestial roar that sends you into a unstoppable state. This affects you for 1 minute or if you fall unconscious

During this time you gain the following benefits

  • You gain 15 temporary hit points at the end of your turn. 
  • You cannot be charmed, frightened or stunned.
  • Your Wild fighting moves do 4d8+str and 4d10+str bludgeoning damage. 
  • Add 15 feet of movement whenever you throw something.

After this feature ends you suffer one level of exhaustion and cannot use it until you finish a long rest

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