Base Class: Barbarian
While many believe that you need a battleaxe or a greatsword to a be a powerful contender in the field, a brawler disagrees. You hone your body to become a weapon, with punches and kicks equivalent to steel. You hone your technique to manipulate the battle and your opponents. Those who follow this path are in a everlasting journey to master their bodies and to control the flow of battle.
Unarmed Experience
When you select this path at third level, you become dedicated to the art of pummeling enemies down with your bare hands. You gain proficiency in unarmed strikes using strength and may use a d4 instead of the normal damage die. This damage upgrades to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
Battle Dominance
While not wearing heavy armor, you will be able to perform maneuvers that are fueled by special dice known as domination dice.
Maneuvers: You learn three maneuvers of your choice when you take this path. Before you roll for an attack, you may expend domination dice to amplify your attacks using maneuvers. Some maneuvers are not part of the attack action, and may be performed outside of it. A maneuver can only be used with an unarmed strike and you may only use one maneuver per attack. You gain 2 additional maneuvers at levels 7, 10, and 15. You may switch out one maneuver for another anytime you gain a level in barbarian.
Domination Dice: You have four domination dice, which are equal to the damage dice of your unarmed strikes. You regain any expended dice at the end of a short or long rest. You gain another domination die at 7th level and one more at 15th level.
Maneuver Save DC: Some of your maneuvers will require the target to make a saving throw to resist its effects. The DC for these saving throws is 8 + Your proficiency modifier + Your strength modifier.
Burst of Speed
You expend one domination die and for the rest of your turn you may use your bonus action to dash or disengage.
Crippling Blow
You spend one domination die and if you hit with your unarmed strike, the target must make a dexterity saving throw. On a fail, their movement speed is halved until the beginning of your next turn and attacks of opportunity against them have advantage. Add your domination die to damage.
Dazing Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a constitution saving throw or it cannot take reactions and will have disadvantage on all Wisdom ability checks until the start of your next turn. Add your domination die to damage.
Disarming Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a strength saving throw or drop an item of your choice that it's holding. On a failed save, the object lands at its feet. Add your domination die to damage.
Forceful Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a strength saving throw or be pushed 10 feet away from you. A creature that is more than one size larger than you automatically succeeds this saving throw. Add your domination die to damage.
Frightening Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a wisdom saving throw or become frightened of you until the start of your next turn. Add your domination die to damage.
Goading Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a wisdom saving throw or have disadvantage on attack rolls against everyone but you until the beginning of your next turn. Add your domination die to damage.
Headlock
You expend one domination die and if you hit with your unarmed strike, the target must make a Strength (Athletics) or Dexterity (Acrobatics) check or be grappled. A creature more than one size larger than you automatically succeeds this ability check. Add your domination die to damage.
Honed Resistance
When forced to make a saving throw, you may expend one domination die and your reaction to improve your roll. Roll your domination die and add the number rolled to the total of your saving throw. You can wait until after rolling a d20 before deciding to use this maneuver, but you must decide before the DM says whether the roll succeeds or fails. If the saving throw is made to take half damage, you decrease the damage taken by the roll of your domination die on a success.
Low Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a constitution saving throw or have disadvantage on it's next strength, dexterity, or constitution saving throw until the start of your next turn. Add your domination die to damage.
Lunging Blow
You expend one domination die and for your next unarmed strike will gain an additional 5 feet to its reach. On a hit, add your domination die to damage.
Scale the Impossible
You expend one Domination die and until the end of your turn you gain a climbing speed equal to your walking speed.
Shrug It Off
When another creature hits you with a melee attack, you can use your reaction to expend one domination die and reduce the damage taken by the number that you rolled + your Constitution modifier.
Targeted Blow
You expend one domination die and add the number rolled to the attack roll of an unarmed strike. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Throw
You expend one domination die and as a bonus action, you may throw a creature you are grappling up to 10 feet in any direction, dealing your domination die damage, as well as any applicable fall damage. When they land they will be knocked prone. The range increases by 5 feet for each size smaller than you that the creature is, and decreases by 5 feet for each size larger than you that the creature is.
Tripping Blow
You expend one domination die and if you hit with your unarmed strike, the target must make a strength saving throw or be knocked prone. A creature that is more that one size larger than you automatically succeeds this saving throw. Add your domination die to damage.
Vengeful Blow
When a creature within 5 feet hits you with a melee attack that you can see, you may expend one domination die and your reaction to make an unarmed strike against them. On a hit, add your domination die to damage.
Weakening Blow
You expend one domination die and on a hit, the target must make a constitution saving throw. On a fail, they have disadvantage their next attack roll or ability check before the beginning of your next turn. If the creatures does land a hit and it is with a strength based attack, the damage for that attack is halved. Add your domination die to damage.
Flowing Endurance
At 6th level, your endurance bleeds into every action your perform. You may add your constitution modifier to any ability check that uses Strength or Dexterity.
In addition, you can give yourself a bonus to your initiative rolls equal to your constitution modifier as long as you aren't wearing heavy armor.
Peerless Punches
By 10th level the strength of your punches goes beyond any natural strength. Your unarmed strikes and Domination Dice damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unrelenting Domination
Starting at 14th level your rage carries you through your fatigue. When you enter a rage and have no domination dice remaining, you regain one domination die.
In addition, if you are raging and a creature fails a saving throw against one of your maneuvers, you may make an additional unarmed strike against that creature as a bonus action.
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