Barbarian
Base Class: Barbarian

Most people are comfortable putting their combative abilities into a sword, an axe, or even a bow and arrow. However, some brave warriors have choose to forgo traditional weapons in favor of their fists. Barbarians who follow the Path of the Fist enhance their body's natural weapon to the point where they can shake the ground they stand on with their bare hands.

Fist of Fury

Starting when you choose this path at 3rd level, your unarmed strikes deal bludgeoning damage equal to 1d6 +  your Strength modifier on a hit. This damage increases to 1d8 at 6th level, 1d10 at 10 level, and 1d12 at 14th level, Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Additionally, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d12 at 14th level.

Counterpunch

Also at 3rd level you learned to take advantage of your enemy's mistakes. When an enemy creature misses a melee attack against you, you can use your reaction to make an unarmed strike against that creature.

Adamantine Fist

Beginning at 6th level, your unarmed strikes count as magical damage for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

Opportunistic Grappler

Beginning at 10th level, you can stop enemies in their tracks by grabbing them before they can slip away. When a Medium or smaller creature leaves your unarmed reach, you can use your reaction to attempt to grapple it, rather than making a opportunity  attack.

White Knuckles

Also at 10th level, your unarmed strikes score a critical hit on a roll of 19 or 20.

Tremor Punch

At 14th level, your punches can shake the ground you stand on. While you're raging, you can use an action to punch the ground, creating a shockwave around you. Each creature on the ground within 30 feet of you must make a dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is knocked prone. Additionally, the ground within 30 feet of you becomes difficult terrain until the beginning of your next turn.

If you use this on top of a creature, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes 10d6 bludgeoning damage and is knocked pone. On a successful save, it takes half as much damage and isn't prone. This attack deals double damage to objects and structures.

Once you use this trait, you can't use it again until you finish a long rest.

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