Barbarian
Base Class: Barbarian

Not all barbarians take are use spirits or savagery. The Path of the Pug affects their rage into a quiet storm of focused unarmed combat. Focusing the rage inside you didn't come easily, but by honing the lessons of your losses into precepts for future brawls, you've learned the value of precision and awareness.

The Old Song and Dance

Starting when you choose this path at 3rd level, you've learned the importance of focusing your ferocity into controlled combat. You always gain the following benefits:

  • Your unarmed strikes use 1d4 for damage.
  • On your turn, when you use the Attack action with an unarmed strike or a weapon that doesn’t have the two-handed or heavy property, you can make one unarmed strike as a bonus action.
  • When you hit a creature with an unarmed strike you can use a bonus action to attempt to grapple the target.

Your unarmed strike damage increases as you gain Path Features, at 6th level [1d6], 10th level [1d8], and 14th level [1d10].

Combat Clarity

Beginning at 6th level, your rage brings with it a keen awareness of the battle around you. Utilizing this knowledge, while raging you may take the Dodge or Help action as a bonus action during your turn.

Step In

At 6th level, your careful watch over the fray of combat allows you to assist nearby allies. If another friendly creature within 5 feet of you takes damage after you have used the Dodge or Help action during your turn, you may use your reaction to apply the damage to yourself instead of the intended target. If applicable, doing so ends your Dodge action until your next turn.

Guided Fury

At 10th level, you've learned to concentrate your rage into something extraordinary while free of all artificial hindrance. When raging and not equipped with armor, weapons, or a shield, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when the aforementioned conditions are met, you become resistant to all magical damage.

Incite Violence

When you reach 14th level, you've become such a potent combatant that your attacks leave enemies outwardly exposed. The target of your first successful melee attack during your turn reveals a fleeting vulnerability in the enemy's current state to everyone in the vicinity. Until your next turn, the first melee or ranged attack made against the vulnerable target by each creature within 30 feet gains a bonus +2 to hit.

This bonus ends after the first attack made against the vulnerable target for that round, regardless of whether the attacker was successful or not. Attacking creatures do not need to be within 30 feet of the target specifically when you applied the vulnerability, they only need to move close enough to the target during their turn -- a range of 30 feet -- to see this apparent opening you had made. You do not benefit from this bonus during your own subsequent attacks, but you apply this effect every round you successfully hit a target.

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