Base Class: Barbarian
Barbarian that forgoes the normal weaponry because he becomes the weapon his enemies fear. Striding through the battlefield as an unstoppable fearsome foe. Dreadnaughts walk with purpose and those around moves aside such as the ships that they take the name from.
Dread Knuckles
At 3rd level when you walk this path, your fist becomes your main source of your brutal damage. Your unarmed strikes becomes 1d6 in place of your normal damage. This die changes as you gain levels in this class, as shown in the Dread Knuckles table.
Dread Knuckles
3rd 1d6
6th 1d8
10th 1d10
14th 1d12
Additionally, You deal additional 1d4 bludgeoning damage with unarmed strikes against targets that are grappled, restrained, or prone.
Hardened Brawler
Beginning at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and when you strike with an unarmed strike and successfully damage the target, you are able use a bonus action to attempt to grapple the target. Additionally you are also able to forgo an opportunity attack to attempt to grapple a target that leaves your unarmed strike threat range.
Dread Strides Foward
At 10th level, your path into the fight is unbarred by your enemies. As part of your bonus action to enter your rage, you can charge forward up to your speed. If you move at least half your speed in a straight line during this charge, all creature's of your choice up to one size larger then you that you pass through takes damage as if hit by one of your unarmed strikes and be pushed back 5 feet and knocked prone if it fails a Strength saving throw. On a success it doesn't get pushed back, gets knocked prone, and takes half damage. Your DC equals 8+ Str or Con modify + your proficiency bonus. You can use this feature a number of times equal to your Constitution (minimum 1). You regain all uses of this feature after a long rest.
Once you use this ability, for that turn you can not move any further until the beginning of your next turn.
Bloodied Fists
At 10th level your strikes become increasingly dangerous to your foes. Your unarmed strikes score a critical hit on a roll of 19 or 20
Shockwave Slam
At 14th level, your punches can send shockwaves through the very air and the ground you stand on. While raging, you can use an action to punch the ground or strike at an open space, creating a shockwave around you. Each creature on the ground or in the air within a 30 ft cone must make a Dexterity saving throw (DC equals 8+ Str or Con Mod + proficiency bonus) On a failed save, the creature is knocked prone and the area becomes difficult terrain (if used on the ground) or has it's movement speed reduced to 0 until your next turn and gets pushed back 10 feet (if used in the air). Additionally you can use this ability directly on top of a creature focusing the entire force on it. When this happens that creature makes a Dexterity saving throw or takes 10d8 bludgeoning damage, is knocked prone, and can only move half of it's speed on it's next turn. On a success it takes half damage and can only move half of it's speed the next turn (it is not knocked prone).
Once you use this trait, you can not use it again until you finish a long rest.
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