Barbarian
Base Class: Barbarian

This barbarian subclass is a revised version of "Bare Fisted Juggernaut" published by TheTwistedKeeper on D&D Beyond. It was inspired by a YouTube video from XP to Level 3 (Lowest Rated Homebrew SUBCLASSES on D&D Beyond, starting at 11:04) in which he says it's actually a good subclass but could use some tweaks for balancing. I decided to take it upon myself to do just that, and give it a shiny new coat of paint as well. If you like this subclass, feel free to go to the original subclass' page to give it some love!


Few warriors possess the audacity to confront fully armored foes with their bare hands, choosing brawn over brains to crush their enemies.

(Un)armed Force

At 3rd level, your unarmed strikes count as weapon attacks. When raging, your unarmed strikes deal 1d6 bludgeoning damage for every +1 bonus from rage damage (for a total damage of 2d6 + 2 + your Strength modifier at 3rd level, 3d6 + 3 + your Strength modifier at 9th level, and 4d6 + 4 + your Strength modifier at 16th level).
In addition, once per short rest you can choose to perform a special punch as an unarmed strike. This punch deals the same damage as your other unarmed strikes, and your target must make a Dexterity or Constitution saving throw (your choice) against your attack roll or be knocked prone, regardless of whether or not the attack hits. If the target passes this saving throw, the target may use its reaction to make an opportunity attack against you.
Finally, at 3rd level, while you are not wearing any armor, you can choose to make your Armor Class equal to 10 + your Strength modifier + your Constitution modifier.

Powered Fists

At 6th level, you may choose one punch power for your Powered Fists dice from fire, cold, piercing, acid, thunder, or lightning. Starting at 6th level, you have a number of 1d4 equal to the number of times you can rage per long rest, up to a maximum of 7. Each time you make an unarmed strike, you may choose to add 1 or more of the dice to the damage of your attack. You must declare how many dice you are using before making the attack roll. The type of damage these dice do is determined by your punch power. Once you use one of these dice, you cannot use that die again until you finish a long rest.

Hold 'em Steady...

Beginning at 6th level, you gain expertise in grappling. When making a grapple check, you can add your proficiency bonus (adding it a total of twice if you're already proficient in Athletics). Additionally, creatures grappled by you have disadvantage on their attempts to escape the grapple, and any attacks made against them also have advantage. Any attacks made against you by a creature that you aren't grappling have advantage while you are grappling a creature.

Luck or Skill?

At 10th level, any time you use any of your Powered Fists dice, you may choose to roll 1d12 to determine the damage type and any additional effects of the added damage instead of your punch power. The damage type and additional effects are determined by the following table:

d12 Damage Type Additional Effects
1 Acid You take damage equal to the damage rolled
2 N/A You heal the target for the rolled amount instead of damaging it
3 Piercing You may make no more attacks this turn
4 Lightning None
5 Poison None
6 Necrotic None
7 Radiant None
8 Cold The target loses 10 feet of its movement speed until your next turn
9 Force The target is pushed 5 feet in a direction of your choice
10 Thunder The target is knocked prone
11 Fire The target takes an amount of damage equal to half the damage rolled (rounded down) at the start of its next turn
12 Bludgeoning Double the damage rolled

 

Natural Born Tank

Starting at 10th level, any time you take damage from any source, you may use your reaction to roll 1d20. On a roll of 18 or higher, you take no damage instead. On a roll of 1, you take twice as much damage instead. Once you make this roll, you may not do so until the end of your next long rest.
In addition, any time an opponent makes an attack roll against an ally that is within 10 feet of you, you may use your reaction to move up to 10 feet into the path of the attack, pushing your ally up to 5 feet in any direction to an unoccupied space and taking any damage the ally would have received instead of them. The attack roll is still made against your ally's AC, and the movement from this reaction does not count toward your speed when moving otherwise, though you may not move with this feature if your movement speed is 0.

Crushing Grip

Starting at 14th level, you may use one of your Powered Fists dice to attempt to crush an opponent that you are grappling as an action. If you do, you must make a Strength (Athletics) check contested by the opponent's Strength (Athletics) or Dexterity (Acrobatics) check (the opponent chooses the ability to use). If you succeed, the opponent takes damage equal to twice your remaining Powered Fists dice (including the expended die from using this feature) + your Strength modifier. The damage type is determined by your punch power or Luck or Skill? feature. If the opponent wins, they are no longer grappled.

Not a Place Fit to Die In

Also at 14th level, you gain the ability to endure near-death experiences. Once per long rest, if you take damage that causes you to fall below 1 hit point, you may choose to ignore that and instead gain temporary hit points equal to your maximum and a level of exhaustion. You fight on for 1d4 rounds, after which you collapse, automatically losing all hit points and failing two death saving throws.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2023 5:57:04 AM
104
1
modded from "Bare Fisted Juggernaut"
Coming Soon

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