Barbarian
Base Class: Barbarian

"I SURELY DID!" Goldro bellowed drunkenly, then hiccuped. "I lifted the Ogre over my head and I ran with him into the cliff-face, and it bashed his thick skull open! When the Dire Wolves all crowded round me afterward, I leapt up into the ol' Sidewinder Stance and broke every one of their jaws in the next... uh... maybe 5 seconds!" Goldro thumped his enormous barrel chest. Andrew Wifflesgate, the Cleric of Peace, known to all in the tavern, nodded solemnly.
"It is no lie." The cleric said from behind his white hood. The barroom lay stunned in silence a few awkward moments before Goldro's blue eyes lit up wide, and he bellowed in raucous drunken laughter so hard he fell out of his chair.

There are few things that most barbarians can't handle in the wild, but few are mad enough to engage the threatening beasts of nature with their bare hands. However, the Path of the Beast Wrestler teaches the techniques of grappling and brawling, and teaches the means of self-toughening that make them able to expand their muscle mass dramatically and even channel mystical power to cause themselves to grow to prolific size. These skills encompass the needed training of a good Beast Wrestler, but the true legends of this Path gain unique skills that qualify them as Displacer Wrestlers, Owlbear Wrestlers, or even the legendary and mighty Hammond Hald, Dragon Wrestler.

Beast Palm Style

3rd-level Beast Wrestler feature

When you choose this Path at 3rd level, you gain a knowledge and mastery of bare-fisted fighting, grappling and wrestling. Learning to battle even ferocious beasts with powerful bare-hand strikes and strong wrestling. You gain a number of benefits:
- You gain the Unarmed Fighting fighting style.
- When you are in a Rage, you can grapple a creature up to two size categories larger than you, to a maximum of the Huge size category, but you cannot use the pin action below against a Huge-sized creature unless you are huge or larger.
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Mighty Body

6th-level Beast Wrestler feature

At 6th level, you learn a tremendous improvement to your physique, the mighty muscle surging of Rage increasing to absolutely supernatural proportions, granting you immense physical might and preternaturally stoic resolve. When you enter a Rage, your physical mass and height increases by half again as much you gain new benefits:
- Your lifting and carrying limits triple.
- Your speed cannot be decreased by encumbrance.
- You cannot be moved from your square against your will by non-magical means.
- You are treated as if you are one size category larger in all ways in which it would be beneficial to you. If you become Large size or larger, you lose this benefit.

Savage Size

10th-level Beast Wrestler feature

At 10th level, you learn the set of skills that actually make you a legitimate threat to major magical beasts and those other monsters you may encounter, magically growing physically much larger, and making your vital strikes become extremely damaging by empowering your fists with primal power. When you enter a Rage, you may choose to grow up to two size categories larger for as long as you wield no weapons or shield in your hands and are wearing no armor. You temporarily increase your Strength and Constitution scores by 2 for each size category you grow. This increase in Constitution does not improve your base hit points, but instead, for each size category you grow, you may gain 1 temporary hit point per character level until your Rage ends. This increase in size lasts until your Rage ends, and this increase in Strength and Constitution can exceed your racial maximums.

Additionally, your strikes are made with extraordinary forceful power due to your increased muscle mass. Whenever you score a critical hit with an unarmed strike, you add 1d8 magical bludgeoning damage to that critical damage roll. Against beasts and monstrosities this damage increases to 2d8.

Beast Tactics Mastery

14th-level Beast Wrestler feature

At 14th level, you have become the penultimate master of wrestling with beasts and monsters of many kinds. Your hands are dangerous weapons, your might prodigious, and you accompany this incredible aggressive set of skills with new and powerful techniques. You gain a Beast Tactics score, which is equal to your Wisdom modifier (minimum 1). You may expend points from your Beast Tactics score for the following benefits:

Breath Weapon Dodge. Whenever a creature would use an action that forces you to roll a Dexterity saving throw, you may use your reaction and expend 1 Beast Tactics point to grant yourself advantage on that saving throw.
Flyby Snare. Whenever a creature attacks you with a flying melee attack, you may use your reaction and expend one Beast Tactics point to initiate a grapple with that creature. If you are successful, you suffer the damage of the creature's attack, but you restrain the creature in a grapple if you could normally grapple it.
Huntsman's Execution. Whenever you reduce a creature to 0 hit points, you may expend a Beast Tactics point, and if you do, that creature can use no features, spells or reactions as a result of being at 0 hit points and that creature begins dying. For instance, if you reduce a boar to 0 hit points with an attack that dealt 6 damage, it would have the Relentless feature in its action block that would allow it to remain standing with 1 hit point instead; however if you use a reaction and expend a Beast Tactics point when your attack reduces the boar to 0 hit points, that creature would not gain the benefit of Relentless and would begin dying.
Multiattack Grapple Counter. Whenever a creature attacks you with a second melee attack in any of its turns, you may use your reaction and expend one Beast Tactics point to initiate a grapple with that creature. If you succeed, you suffer the damage of that attack, the creature is restrained if you could normally grapple it, and it cannot make further attacks this turn.
Sidewinding Stance. You can assume a stance when you're confronted with multiple enemies to negate the numbers advantage, shoring up your defenses with swift footwork. As a bonus action, you may expend a Beast Tactics point to enter a Sidewinding Stance, and as long as you are in the stance, creatures have disadvantage on their first attack against you in any round if a hostile creature is within 5 feet of both that creature and yourself. This stance lasts for up to your Proficiency Bonus in rounds, but you may cancel it freely on your turn.

Your Beast Tactics points replenish to their maximum value when you finish a long rest, and you regain 1 spent Beast Tactics point when you reduce a Beast or Monstrosity creature to 0 hit points.

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2/9/2023 7:19:46 PM
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