Base Class: Barbarian
Most barbarians seek out the most brutal weapon they can find to wield in battle. Those that follow the path of the challenger has come to the conclusion that their own muscles are the deadliest weapon of all. Perhaps the craziest of all barbarians, these pugilists rush into battle with neither weapon nor armor, their rage more like a euphoric laughter as they revel in the battle ahead.
The additions includes
Fists of Fury, Interception, Psyche Up, and Death Defying.
Fists of Fury
At 3rd level, the strike of your fists grow more potent, and each punch resounds a challenge to the creature you strike. You can roll a d4 in place of the normal damage of your unarmed strikes. While raging, you can roll a d8 instead. Additionally when you hit a creature with an unarmed strike while raging, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.
Interception
At 6th level, your quick reflexes allow you to intercept enemies aiming for your allies. While raging, when a friendly creature you can see within 30 feet is the target of an attack, you can immediately use your reaction to move up to half your speed and make a single unarmed strike against the attacking creature if you're within range. You can take this reaction after seeing the attack roll but before any effects are played out. If you hit, the attacking creature can choose to redirect its attack towards you instead. If it doesn't, it must reroll its attack roll at disadvantage.
Psyche Up
At 10th level, you can release a loud bellow that inspires nearby allies. As a bonus action, you can release a fierce cry that fills allies with courage. Up to ten creatures of your choice gains advantage on attack rolls and immunity to the frightened condition until the start of your next turn. If a chosen creature is frightened when it hears this war cry, the frightened effect is temporarily suspended for the duration of this effect and the creature makes its next saving throw to remove the frightened effect at advantage. Once you use this feature, you cannot do so again until you finish a long rest
Death Defying
Beginning at 14th level, you refuse to fall while battle is still at hand. While you’re raging, having 0 Hit Points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.