Base Class: Barbarian
Flow like a river? Bend like bamboo? Scholars in their monasteries might follow that route, but not those that follow the Path of the Closed Fist. The Open Hand might teach temperance and control, but brute force works fine if taken it far enough. Followers of the Closed Fist draw power from their fury, letting their ki infuse their own body to reach superhuman levels of might and endurance.
Wild Ki
Starting when you choose this path at 3rd level, when you go into a rage, you gain a number of ki points equal to your bonus rage damage. Any ki points gained this way last until used or the rage ends.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Iron Skin, and Unyielding Fury. You learn more ki features as you gain levels in this subclass.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Constitution modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Iron Skin
You can spend 1 ki point as a reaction to damage in order to reduce that damage by 1d6 + your Constitution modifier. The die increases to a d8 at level 6, a d10 at level 10, and a d12 at level 14.
Unyielding Might
You can spend 1 ki point as a reaction to gain advantage on your next saving throw. Starting at 10th level, if the save is for half damage and you succeed, you take no damage, instead, and only half damage on a failure.
Fists of Fury
When you pick this path at level 3, you learn to channel the power of your rage into your fists, feet, or other unarmed strikes. Your unarmed strikes deal 1d6 + your Strength modifier. You only gain this benefit while not wielding a weapon or shield.
Starting at level 10, you double you rage bonus to damage when you hit with an unarmed strike. In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Blind Rage
Beginning at 6th level, you can’t be directly affected by illusion magic while raging. If you are affected by such spells when you enter your rage, the effect is suspended for the duration of the rage.
At 14th level, you can also see through any illusions while raging, even if they do not affect you directly.
Stopped Cold
Beginning at 10th level, you can use your reaction to deflect or catch the strike when you are hit by a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your barbarian level.
If you reduce the damage to 0, you can catch the strike if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a strike in this way, you can spend 1 ki point to attempt a Strength (Athletics) check opposed by the attacker's Athletics or Acrobatics. If you succeed and the strike was with a weapon, you pull the weapon from their grasp and may immediately make one attack with it against a target within range. If you succeed and the strike was with an unarmed strike or natural weapon, the attack becomes grappled and you may immediately make one unarmed strike against them.
Heights of Fury
Starting at 14th level, as a bonus action while raging, you can expend a use of your Rage to gain a number of ki points equal to your Rage damage bonus. You must finish a short or long rest before you can use this feature again.
Breaking Point
Starting at 14th level, you gain the ability to shatter any obstacles in your path. As an action, you may spend any number of ki points to instinctively strike the weakest point on a target within your reach, the effects of which depend on whether the target is living. (Constructs are considered nonliving for the purpose of this effect.)
Break the Living
The target must make a Constitution saving throw. On a failure, they take 2d12 bludgeoning per ki point spent, or half damage on a success. If you spent at least 4 ki points on this ability, they are reduced to 0 hit points on a failure instead.
True Breaking Point
You shatter everything in a 10-foot per ki point spent radius. All nonliving material in the area that isn't being worn or carried is reduced to Tiny pieces of rubble. In addition, any undead or constructs in that area must make a Constitution saving throw. On a failure, they take 2d12 bludgeoning per ki point spent, or half damage on a success. Bits of shrapnel also fly out, dealing 2d6 piercing damage to everyone within 20 feet of you.
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