Base Class: Barbarian
This path is for the once who have choosen to thrown metal aside and put all of their waight, will and every ounce of might behind their bare knuckles.
Brawler Fists
Beginning at 3rd level you gain the ability to deliver devastating blows with your fists. You are now proficient in Unarmed strikes, they gain the Light weapon property, and their damage is now 1d6. Biginning at 5th level when you use your bonus action to attack with an Unarmed Strike you may add your Strength modifier to the damage.
Blood, Sweat and Tears
Beginning at 3rd level the lower your hit points are, the more damage you can deal. If you are below your hit point maximum your attacks deal an extra 1d4 points of damage, if you are below half it becomes 1d6, and if you are below one-quarter it becomes 1d8.
At higher levels, the extra damage increases. At 10th level, the damage at each tier becomes 2d4, 2d6, and 2d8 respectively. At 14th level, they become 3d4, 3d6, and 3d8.
Guard down: While your Fighter's instinct is active, you can choose to let down your guard (disable your resistance to bludgeoning, piercing, and slashing damage). you may also start with your guard down when you activate Fighting instinct
Guard Up: While in Fighter's instinct you may Guard Up again after using Guard Down (enable your resistance to bludgeoning, piercing and slashing damage)
Trait: you have learned how to controle your fight-or-flight instinct and can force an adrenaline rush, numming pain and allowes you to stay strong. after 3 rounds of Guard Down you can Guard Up again and gain resistence to 3 types of damage ontop of Fighter's instinct resistences (except force, radiance and necrotic). this trait leaves you with a point of exaustion each time you use it after Fighter's instinct wears off
beginning at 10th level you may also choose Radiance and Necrotic damage as one of your resistences. by 14 level you may also choose force damage.
Empowered Strikes
Beginning at 6th level you can to break most defenses. Your Unarmed Strikes are now considered magic for the purpose of overcoming resistances.
Battering ram
Beginning at 10th level your empowered blows become so powerful they can temporarily debilitate your foes. When you use your action to make an Unarmed Strike and hit your opponent must make succeed on a Constitution saving throw equal to 8 + your Constitution modifier + your proficiency bonus or become stunned until the end of your next turn. The amount of times you can use this feature is equal to your proficiency bonus and must take a long rest to perform more once they are used up.
Brutal Counter
Beginning at 14th level When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature (like a normal attack action)
Ff it is a melee attack you are reacting to you can completely negate the melee attack and then strike back even harder. you roll to attack and if you roll higher than the attack from the attacker the attack you take no damage from the attack and you deal your Unarmed Strike's damage and for every 5 higher that you rolled than the attacker you deal an extra dice from your Unarmed Strike.
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