Barbarian
Base Class: Barbarian

Your rage is an embroiling storm, empowering the very weapons you were born with, allowing you to turn both your body, and your enviroment into a weapon. Barbarians who follow this path are resourceful, and able to make use of any item, and turn it into a deadly weapon through sheer brute force. Once they enter their rage, some may grab onto an object to use as a strange weapon, while others may only rely on their bare fists, and their grit.

Barbarians of this path follow a simple path, and are most interested in fighting. They may be found working as gladiators in massive colosseums, enforcers for crime families, grand wrestlers, even the prized pet of a frost giant. They are brutes, in both strength, and skill.

Hold Down

3rd-level Path of the Brute feature

Your brutish strength allows you to grapple effectively, and terrifyingly. Creatures you grapple have disadvantage on checks to escape the grapple, and you have advantage on intimidation on grappled creatures. You may grapple a creature two sizes larger than yourself.

Additionally, whenever you grapple a creature, you may deal bludgeoning damage equal to your strength modifier.

At 15th level, you may grapple a creature three sizes larger than yourself.

Thuggish Intution

3rd-level Path of the Brute feature

Your ability to use anything and everything as a weapon is impressive. You may add your proficency bonus to any attack with an improvised weapon. If the improvised weapon doesn't resemble a weapon, you may add your strength modifier to the damage roll. As part of the weapon attack, you may add a 1d4 to the damage roll of an improvised weapon, and do it a number of times equal to your proficency bonus per long rest.

At 7th level, you may add an extra 2d4 damage, at 11th level, you may add an extra 3d4 damage, and at 15th level, you may add an extra 4d4 damage.

Ground Slam

6th-level Path of the Brute feature

Beginning at 6th level, you may in place of a unarmed strike while raging slam a creature you are grappling into the ground, or the wall, or into another enemy. The grappled creature takes 1d6 + your strength modifier bludgeoning damage. If you release a creature from the grapple after ground slamming them, they fall prone.

When you hit a creature with the grappled creature, that creature takes the same bludgeoning damage the grappled creature does. If the creature is the same size or smaller then the grappled creature, they must make a Strength saving throw DC 8 + your proficiency bonus + your strength modifier or be knocked prone.

Additionally, you may grapple a creature that is prone as a bonus action.

At 13th level, the damage increases to 2d6 and at 18th level, the damage increases to 3d6 bludgeoning.

Grind to Paste

10th-level Path of the Brute feature

You may use the area around you as a weapon. When moving a grappled creature, your speed is no longer halved. As an attack on your turn, you may grind a creature that is prone within 5 feet of you, or that you are grappling against a hard surface. You deal 1d6 slashing damage per 5 feet you move while holding the creature, and may drag a creature this way up to 5 times your strength modifier feet. Your walking speed is halved while moving a creature this way.

Additionally, your unarmed strikes deal magical damage for the purposes of overcoming resistance and immunity, and you deal an extra 2d4 bludgeoning damage when attacking prone creatures.

At 18th level you deal 1d8 slashing damage.

Mighty Propel

14th-level Path of the Brute feature

You now are able to hurl creatures and objects with great strength. You may make a Strength check (DC set by the DM) to throw the object or creature. On a success, you can make an improvised weapon attack with a grappled creature or a held object of medium size or larger. On a failure, the projectile is instead pummeled into the earth taking 4d4 bludgeoning damage. The attack targets a 60-feet long line with a width based upon the size of the projectile. A medium sized projectile makes it 5-feet wide, a large sized projectile makes it 10-feet wide, and so on, increasing in 5 feet increments.

The improvised weapon deals and takes 6d4 damage, plus an additional 2d4 damage for every size it is above medium upon landing. The damage type is decided by the DM. If any creature is within the 60-feet long line, they must make a Dexterity saving throw, DC 15 + your strength modifier. If the thrown creature is smaller then a creature in the line, it hits that creature then falls prone. On a failure, if they are the same size or smaller then the thrown creature, they take the damage as normal, and fall prone. On a success or if they are larger then the thrown creature, they take half damage.

Throwing anything far larger then you takes it's toll, and you suffer a level of exhaustion after throwing anything that is two sizes or larger then you.

This, and all previous abilities of this subclass deal magical damage for the purposes of overcoming resistance and immunity.

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