Base Class: Barbarian
This archetype represents a formidable and untamed warrior who seamlessly blends primal strength with disciplined combat techniques. In essence, this archetype embodies a relentless and versatile warrior, seamlessly combining offensive and defensive capabilities, grappling prowess, and the raw power of primal rage into a disciplined and effective fighting style. The Barbarian becomes a force of nature on the battlefield, dominating foes with a combination of strength, technique, and controlled fury.
Primal Strikes and Absorbent Fury
3rd Level: Primal Strikes Gain proficiency in unarmed strikes, treating them as melee weapon attacks. Unarmed strikes deal 1d4 bludgeoning damage. While raging, your unarmed strikes benefit from your primal ferocity. Add the Rage Damage bonus, as per the Barbarian table, to the damage rolls.
3rd Level: Absorbent Fury While raging, use your reaction to absorb a portion of damage from a melee attack. Roll a d6 and store the result, subtracting it from the damage taken. Maximum stored dice equal to your Constitution modifier (minimum of 1).
Fueled Strike
At 6th level, while raging as a bonus action, you can unleash the stored energy from Absorbent Fury to empower your next unarmed strike (you decide after if the hit was successful). Add the total of the stored dice to the damage roll of that strike. You can use this ability equal to the number of your proficiency bonus. Once you use this feature, you must finish a short or long rest before you can use it again.
Tenacious Grapple
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Mystical Restraint: The creature you grapple is considered restrained. While restrained, the target's speed becomes 0, and it has disadvantage on Dexterity saving throws.
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Momentum Swing: As an action on your turn, attempt a Strength-based attack roll against a grappled creature's Strength or Dexterity check. On success, swing the creature around you in a circle. The grappled creature acts as an improvised weapon during the swing and throw. Any creature it comes into contact with takes bludgeoning damage equal to your Strength modifier. This damage is further increased by your Rage bonus if you are currently raging. Additionally, the grappled creature takes the same amount of damage each time it comes into contact.
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Area of Effect: Each creature within 5 feet of the thrown creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, they take bludgeoning damage equal to your Strength modifier, which is further increased by your Rage bonus if you are currently raging.
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Thrown Feature: After the swing, throw the creature in a direction of your choice, up to a distance equal to your Strength modifier in feet (minimum of 5 feet). The thrown creature takes additional bludgeoning damage equal to your Strength modifier. This damage is further increased by your Rage bonus if you are currently raging. The thrown creature is considered prone upon landing.
Fury's Vortex Discipline
Rampant Retribution: When you are hit by a melee attack, you can use your reaction to make an immediate melee weapon attack, including an unarmed strike, against the creature that damaged you.
Fury Surge: Your Absorbent Fury feature now allows you to store a maximum number of dice equal to twice your Constitution modifier (minimum of 2). Additionally, the stored dice now increase to d8s.
Rampaging Blow: Once per turn, when you hit a creature with an unarmed strike, you can expend one stored Absorbent Fury die to deal extra damage. Roll the stored die and add the result to the damage of that unarmed strike. This extra damage is considered critical if the original attack is a critical hit (if you crit on the attack, the extra damage from the fury die does not double).
Raging Cyclone: As an action, you can unleash the full force of your rage in a swirling cyclone of attacks. Each creature of your choice within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes bludgeoning damage equal to your Strength modifier, and half as much damage on a successful save. This damage is further increased by your Rage bonus if you are currently raging. After using Raging Cyclone, you must finish a long rest before using it again
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