Barbarian
Base Class: Barbarian

While most barbarians hail from wild places of the world, you first discovered your rage in the underbelly of determination, you live a life of rough and tumble. Your abilities come from from pure grit and street smarts, from overconfidence or desperation.

Those that walk the path of glory are insatiable prize fighters, gladiators or even guild enforcers, brutes whose rage is fullfilled only in winnings, trophies and fame. Their path thrives in competition, they are at ease amongst those that can understand that, and with the wrong crowd of criminals that tends to share their ambitions, as these barbarians share one thing in common above all: they prefer to win with nothing but brutality and their fists.

Discipline of Glory

When you choose this path at 3rd level, you have spent enough time in the underbelly of civilization honing your body into a deadly weapon. You gain the following benefits:

Fists of Steel. Your unarmed strikes deal 1d6 bludgeoning damage on hit. At 11th level, it increases to 1d8, and at 17th level to 1d10. The bonus to damage roll granted by your rage applies to your unarmed strikes too. If you aren't wielding any weapon or a shield, when you hit a creature with an unarmed strike, you can use a bonus action to attempt to grapple the target or make an additional unarmed strike against them.

Critical Fists. Your unarmed strikes score a critical hit on a 19 or 20, on the d20.

The Wrong Crowd

Also at 3rd level, you are most at home when drinking, gambling or engaging in other types of tasteless hedonism. If you spend at least one night carousing in a settlement of any size, you have advantage on any ability checks you make to gather information on that settlement, its culture, any active factions, or important figures within the settlement.

Resilient Pugilist

Starting at 6th level, your time using your body as a weapon has granted you the following benefits:

Fists of Glory. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity nonmagical attacks and damage.

Recovering Strike. Whenever you score a critical hit on an unarmed strike or you hit with an attack in the turn after being reduced to 0 hit points, you gain temporary hit points equal to half your barbarian level + your Constitution modifier.

Towering Presence. When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. If the effect requires a saving throw, it is rerolled with advantage. If it doesn't, you aren't moved and don't suffer the condition.

Not Out Yet

When you reach 10th level, you've become well accustomed to shaking off physical punishment and knockout blows. At the end of your turn, if you are stunned, unconscious, were reduced to 0 hit points since the end of your last turn or suffered a critical hit since the end of your last turn, you can use your determination to shake it off (no action required). You can end the stunned condition on yourself if you're affected by it, regain 1 hit point, and gain temporary hit points equal to twice your Barbarian level. As long as you have these temporary hit points, your speed is doubled and whenever you make an opportunity attack, you can make two unarmed strikes instead of one weapon or unarmed strike attack. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Brutish Determination

By the time you've reached 14th level, your grit and rage allow you to shrug off assaults that would devastate others and deliver them yourself. You gain the following benefits:

Glorious Determination. When you are forced to make a saving throw, you roll a d4 and it to your roll. This bonus applies to death saving throws. If you roll above a 20 on a death saving throw with this feature, regardless of the result on the die, you immediately regain consciousness and can stand up from being prone with 1 hit point (no action required).

Brutish Restrain. Whenever a creature you're grappling takes an action that isn't attacking you or dealing damage to you, you can make an opportunity attack against them. This opportunity attack deals an additional 1d8 damage or, if you deal damage more than once with this reaction, each instance of that damage deals an additional 1d8 damage.

Previous Versions

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2/5/2024 10:44:11 PM
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