Base Class: Barbarian
Discipline Barbarian's are Barbarian's who are seeking some sort of self control, whether it be self enlightenment, anger management, or serenity. Regardless of their own reasonings, they take their fighting style from martial artists, such as boxers, brawlers and even monks.
"Understanding oneself and your capabilities is one of the many paths to enlightenment, that being said another path is me punching a hole through your chest."
Primal Wisdom
Starting at 3nd level, In your pursuit of Wisdom, knowledge on a subject you're familiar with will grow. gain proficiency in one of these choices and Expertise in one of these you have proficiency in. Animal Handling, Insight, Nature, Perception, Stealth or Survival.
Martial Arts
Starting at 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Barbarian levels, 1d6 at 5th level, 1d8 at 11th level, 1d10 at 17th level.
While in rage and without a shield, your total thrown martial arts die increases by 1, your rage bonus damage applies to your unarmed strikes and you can use STR for your Unarmored Defense instead of DEX and when you gain brutal critical they apply on unarmed strikes as well.
Brick Breaker
Starting at 6th level, while Raging your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once per turn, when you hit a creature with an unarmed strike, you can make a bonus action shove as part of the attack. (Shove rules apply as normal.)
Gentle Soul
Starting at 10th level, during a Short Rest, the first hit die you use gives max healing and that max healing is duplicated up to as many creatures of your choice equal to your WIS modifier.
True Serenity
Starting at 14th level, you can now end Rage as a free action and when you do, you gain the fallowing benefits until the end of your next turn:
*Your martial arts die thrown increases by 2, your rage bonus damage applies to your unarmed strikes and you can still use STR for your Unarmored Defense instead of DEX.
*You have advantage on all STR, DEX & WIS checks, attacks, ability skills, and saving throws.
*You can gain brutal critical on natural 18s & 19s but not other effects of a crit.
*Once Per Turn, when you make a reckless attack you can make one more extra attack.
*You become resistant to all damage types.
*Re-entering rage ends these bonuses early and gives you a point of exhaustion.
*For every time you use True Serenity more than once a combat, then you will gain a point of exhaustion.
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