Barbarian
Base Class: Barbarian

The Path of Strength is focused on building muscle using your full body to protect and hit your enemy's hard with only few strikes. You are stronger than other Humanoids and have an easier time to lift or carry heavy things around.

Power

Starting at 3rd level, your training on your body to control your muscles as you like, this control is represented by a number of Power points you have, as shown in the power point table down below.

You can spend these points to fuel various power features. You start knowing three such feautres: One-Two punch, Down or Run and Hit me.

You learn more power features as you level up in this subclass. You regain all expended power points when you complete a short or long rest.

One-Two punch
Immediately after you take the Attack action on your turn, you can spend 1 power point to make two unarmed strikes as a bonus action.

Down or Run
You can use a bonus action and expend 1 power point to make a shove attack or take the Dash action.

Hit me
You can spend 1 power point to take the Dodge action as a bonus action on your turn.

Fists are our weapons

Starting when you choose this path at 3rd level, your unarmed strike attacks doing 1d6 + str. mod. damage, this becomes 1d8 + str. mod. at 5th level, 1d10 + str. mod. at 11th level and 1d12 + str. mod. at 17th level.

Also you get proficent with improvised weapons.

When you use the Attack action with an unarmed strike or an improvised weapon that don't have the two-handed or heavy property(except if you throw the weapon) on your turn, you can make one unarmed strike as a bonus action.

For example, if you take the Attack action and attack with a bottle, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Or, if you take the Attack action and throw a chair, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

You can throw all weapons with a normal range of 20 feet and a long range of 60 feet.

Body training

You build up your body tough enough to stand up any punishment. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Also while raging, you have resistance to all damage except psychic damage.

Even further training

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

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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