Base Class: Barbarian
A barbarian that has recognized that weapons take too much time to properly master. Their fists can ring skulls like bells, cave in chest cavities, and create caters in the ground. Honing their bodies to withstand most pain that they can inflict on themselves, they can take damage, as well as be sure to dish it out, in fact they seem to also be able to send some damage back to their aggressors.
Iron Fists
You have honed your fists to strike as hard as metal that others around you swing around. Your unarmed strikes deal 1d6 damage. At 6th level, they will deal 1d8 damage, and at 10th level they will deal 1d10 damage. Additionally, whenever you're Raging, you can use your bonus action to make an additional unarmed strike on a target.
Heart of Gold
Your training has made you heartier, able to take in more damage, and dish a little more out. You gain 1 additional hit point for every level you take in this class. Additionally, whenever you are critically hit, your next attack against your aggressor either has advantage or deals an additional five points of damage.
Bleeding Heart
You've taken a fair bit of damage, and the fight is winding down, time to give them your last hurrah. As an action, you can end your rage that is currently active, or expend a use of rage if you are not currently raging, to make a single unarmed strike. For ending your rage for this attack and if you successfully hit, it deals 2d10 Bludgeoning damage against your target. At 10th level it will deal 2d12 damage, and at 14th level, it will deal 3d12 damage. If you expend a use of rage, you add two additional damage die if the attack is a success, or just deal 1 damage die total if it is a miss.
You cannot enter into a rage the same turn that you use this action, and you cannot use this action the same turn that you enter into a rage.
Elemental Fist
Starting at 10th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your unarmed attacks ignore resistance to bludgeoning damage.
When you gain this feature, you make a choice between Fire, Lightning, and Cold damage. You gain resistance to the damage type you chose, and gain the ability to make an unarmed strike dealing damage of the damage type you chose, being able to do so a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.
Blizzard Fist
You have selected Cold, gaining resistance to cold damage, and being able to do a snowy punch.
Molten Fist
You have selected Fire, gaining resistance to fire damage, and being able to do a fiery punch.
Storm Fist
You have selected Lightning, gaining resistance to lightning damage, and being able to do a sparking punch.
Body Unyielding
Beginning at 14th level, you have focused your musculature to never let you down, not being able to die until you choose to do so.
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.
Additionally, you now gain two hit points for every level you have.
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