Base Class: Barbarian
The Path of the Limitless is one who refuses to relent in one's endeavors. Where there is trial, tribulation, or strife, The Limitless One overcomes it. With the determination to shed the shackles of mortal strength, The Limitless One marches into battle armed with nothing but the strength of his own, and the will never to falter. If there is a wall, The Limitless One will turn it to dust.
Limitless
You gain the following benefits while you are unarmed and not wearing a shield:
- Your unarmed strike can deal bludgeoning damage equal to 1d8 + your strength modifier on hit. This damage increases to 1d12 while raging.
- You gain proficiency in athletics if you do not already have it, and you can double your proficiency bonus for any ability check that uses the athletics skill.(you can choose another skill from the Barbarian skill list if you already have athletics proficiency.)
- You gain proficiency with Improvised Weapons, damage dealt by these is 1d6 + your strength modifier and all improvised Weaponry gain the throwable property. This damage is increased to 1d8 while raging.
- At the start of your turn, you can deal 1d6 bludgeoning damage to one creature grappled by you.
Go Beyond
At 6th level you gain the following benefits:
- Your unarmed strikes become magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Unarmed strikes now do an additional 1d4 force damage, unless the target is immune. While raging the force damage increases to 1d6.
- While raging you are one size category larger, and your unarmed strikes deal double damage.
- You benefit from the Longstrider and Jump spells while raging.
Go Even Further Beyond
You gain the following benefits:
- Once per turn, when you hit a huge or smaller creature or an object with an unarmed strike while raging, you can force them to make a Strength Saving Throw (DC = 8 + Strength + proficiency bonus). On failure, the creature is pushed an amount of feet equal to a Strength (Athletics) Check in a straight line +5. If the creature or object strikes something, the object/creature and what it strikes each take 1d6 bludgeoning damage for every 5ft it was pushed. This damage is magical for the sake of overcoming resistance and immunity to non-magical attacks and damage. On a success, the creature is not pushed and takes no extra damage. (At 17th level this feature can affect Gargantuan Creatures)
- 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.
- Whenever you make a Strength Ability check, you can treat a d20 roll of 9 or lower as a 10.
World Breaker
You gain the following benefits:
- Your unarmed strikes can destroy creations of magical force, such as the wall created by Wall of Force.
- You learn to channel your limitless power to inspire strength in others. As a bonus action, you unleash a battle cry infused with primal energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
- As an action, you strike the ground, creating a burst of unmitigated power that ripples outward from you. Each creature you choose within 30ft of you must succeed on a Strength saving throw or take 5d6 Thunder damage and be knocked prone. A creature that succeeds the saving throw takes half as much damage and isn't knocked prone.
Limitless
Limitless
You gain the following benefits while you are unarmed and not wearing a shield:
- Your unarmed strike can deal bludgeoning damage equal to 1d8 + your strength modifier on hit. This damage increases to 1d12 while raging.
- You gain proficiency in athletics if you do not already have it
- You gain proficiency with Improvised Weapons, damage dealt by these is 1d6 + your strength modifier and all improvised Weaponry gain the throwable property. This damage is increased to 1d8 while raging.
- At the start of your turn, you can deal 1d6 bludgeoning damage to one creature grappled by you.
Go Even Further Beyond
Go Even Further Beyond
You gain the following benefits:
- Once per turn, when you hit a huge or smaller creature or an object with an unarmed strike while raging, you can force them to make a Strength Saving Throw (DC = 8 + Strength + proficiency bonus). On failure, the creature is pushed an amount of feet equal to a Strength (Athletics) Check in a straight line +5. If the creature or object strikes something, the object/creature and what it strikes each take 1d6 bludgeoning damage for every 5ft it was pushed. This damage is magical for the sake of overcoming resistance and immunity to non-magical attacks and damage. On a success, the creature is not pushed and takes no extra damage. (At 17th level this feature can affect Gargantuan Creatures)
- 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.
- Whenever you make a Strength Ability check, you can treat a d20 roll of 9 or lower as a 10.
World Breaker
World Breaker
You gain the following benefits:
- Your unarmed strikes can destroy creations of magical force, such as the wall created by Wall of Force.
- You learn to channel your limitless power to inspire strength in others. As a bonus action, you unleash a battle cry infused with primal energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
- As an action, you strike the ground, creating a burst of unmitigated power that ripples outwarf from you. Each creature you choose within 30ft of you must succeed on a Strength saving throw or take 5d6 Thunder damage and be knocked prone. A creature that succeeds the saving throw takes half as much damage and isn't knocked prone.
Go Beyond
Go Beyond
At 6th level you gain the following benefits:
- Your unarmed strikes become magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Unarmed strikes now do an additional 1d4 force damage, unless the target is immune. While raging the force damage increases to 1d6.
- While raging you are one size category larger, and your unarmed strikes deal double damage.
- You benefit from the Longstrider and Jump spells while raging.
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