Base Class: Barbarian
A martial path for Barbarians about using the strongest weapon in their arsenal, themselves.
Level 3: Bloodied Knuckles
You gain proficiency with improvised weapons. In addition, when you hit with your Unarmed Strike or an improvised weapon and deal damage, you can deal bludgeoning damage equal to 1d8 plus your Strength modifier instead of the normal damage. The die changes when you reach certain barbarian levels: a d10 at level 7, and a d12 at level 14.
Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit.
When you are under the effects of the Bloodied Condition you add your constitution modifier to your attack and damage rolls.
Bloodied Knuckles
You gain proficiency with improvised weapons. In addition, when you hit with your Unarmed Strike or an improvised weapon and deal damage, you can deal bludgeoning damage equal to 1d8 plus your Strength modifier instead of the normal damage. The die changes when you reach certain barbarian levels: a d10 at level 8, and a 2d12 at level 14.
Whenever you hit an object with an Unarmed Strike, the hit is a Critical Hit.
When you are under the effects of the Bloodied Condition you add your Constitution modifier to attack and damage rolls.
Level 6: Pit Fighters Tenacity
While your Rage is not active, you have Resistance to Psychic damage. While your Rage is active, you have Resistance to every damage type except Psychic.
Level 10: Path to Glory
While you are raging and not wielding a shield, whenever you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage on that attack to empower it with one of the following effects.
Haymaker. You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.
Facebreaker. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature can't take reactions until the start of its next turn. If the target is grappled by you, it is instead stunned until the start of its next turn.
Showstopper. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, you can push it up to 10 feet away from you. If the target is grappled by you, you can instead leap up to 10 feet with the creature and knock it prone when you land.
Level 14: Gladiators Fury
If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.r use of it.