Base Class: Barbarian
Monkish barbarians, using no weapons
Focused Strike
Starting when you choose this path at 3rd level, once your turn when you hit a creature with an unarmed attack, you can force the target to make a Strength saving throw (DC=8 + your Strength modifier + your proficiency bonus). On a failed save, you impose one of the following effects on the target:
- The target is pushed up to 10 feet away from you
- The target is knocked prone
- The target has disadvantage on the next saving throw or attack before the start of your next turn
- The attack deals an extra 1d4 damage. While you are raging, the extra damage is 1d6
- The target is grappled by you
Reject Weaponry
At 3rd level, you gain the Unarmed Fighting fighting style from the fighter class.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Showings of Inner Strength
At 6th level, you can perform feats of colossal strength known as brutish maneuvers. Damage from a brutish maneuver ignores resistance and immunity to nonmagical attacks, as you use the target's own body against it. If a maneuver requires a saving throw, its save DC is calculated as follows.
When you take the Attack action, you can forgo one attack to perform one of the following brutish maneuvers instead.
Brace. You brace yourself against harm. The next time you are hit by an attack you can see, before the start of your next turn, you reduce the attack's damage by 1d12 + your Constitution modifier (minimum reduction of 1).
Hurl. You lift a target within reach, which can be a creature grappled by you or an object no larger than 10 feet, and throw it up to 20 feet in a direction of your choice, landing prone. A creature can avoid being thrown by succeeding on a Strength save, but remains grappled on success. If the target would strike another creature, that creature must succeed on a Dexterity saving throw or be struck as well. The target and anything it strikes each take 1d12 bludgeoning damage.
Smash. You crush, slam, or otherwise batter a creature already grappled by you, dealing 1d12 bludgeoning damage to it.
Fast Fists
At 6th Level your unarmed attacks are considered light melee weapons, meaning that now you can use unarmed strikes for two-weaon fighting.
Superiority of the Stronger Spirit
Beginning at 10th level, while in a rage targets have disadvantage on strength saving throws against you.
Additionally, all of your unarmed attacks gain the siege property (your attacks deal double damage to objects and structures).
Anchored Footing
At 10th level, your massive build anchors you to the ground. While you have firm footing, you cannot be moved against your will— such as movement from being grappled, from a thunderwave spell, or from a warlock's repelling blast.
Enlightenment of the Inner World
Starting at 14th level, whenever you deal damage to an enemy, you may add 1d6 radiant damage.
Comments