Base Class: Barbarian
The path of the fist barbarian is primarily focused around grappling, and punching people. At lower levels, the fist barbarian can deal consistent damage with his fists alone. At mid levels the fist barbarian becomes a grapple focused dps class, manipulating enemy positions, and focusing on punching, grappling, and throwing combos. At late levels, the fist barbarian can sacrifice rages to break bones and cripple his opponents.
Pummeling
Starting when you choose this path at 3rd level, you can pummel your enemies to death. for every unarmed strike made using the attack action, you may use an additional unarmed strike. This feature can only be used if both hands are empty.
Beatdown
Starting at 3rd level, your rage empowers your fists. While you are raging you gain +2 to hit and +2 damage when making an unarmed attack. Additionally while raging, a prone target takes an additional +2 damage from your unarmed strikes.
Grappler
Starting at 6th level you can grapple a creature as a bonus action. Additionally while a target is grappled, if you take the attack action, you can substitute one of your attacks to throw the target. Throwing the grappled target releases them from your grapple, and moves them to an unoccupied space of your choice within 5 feet of you. The target lands prone, and takes damage equal to your unarmed strike damage.
Thrower
Starting at 10th level, you start throwing bodies round. You can now throw grappled enemies a number of feet equal to (5 * strength modifier). If your throw hits another creature, that creature must make a dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save the creature is knocked prone and takes damage equal to your unarmed attack.
Brutalizer
Starting at 14th level you gain the ability to absolutely brutalize your opponents. As an action you can use a rage slot to attempt to brutalize a grappled creature. You may attempt to break the creatures arm, leg, spine or neck.
Breaking a creatures arm requires an athletics check (DC 15 + the creatures constitution) on a failed save the creature takes 5 times your unarmed attack damage, and can no longer use the broken arm. On a successful save the creature takes half damage and retains use of the arm.
Breaking a creatures leg requires an athletics check (DC 17 + the creatures constitution) on a failed save the creature takes 5 times your unarmed attack damage, and can no longer use the broken leg, and their movement speed is reduced proportionally to how many legs the creature has. On a successful save the creature takes half damage and retains use of the leg.
Breaking a creatures spine requires an athletics check (DC 22 + the creatures constitution) on a failed save the creature takes 8 times your unarmed attack damage, and can no longer walk or stand up. On a successful save the creature takes half damage and retains use of the spine.
Breaking a creatures neck requires an athletics check (DC 31 + the creatures constitution) on a failed save the creature dies if the creature has only one neck and cannot survive with a broken neck. alternatively the creature takes 12 times your unarmed attack damage. On a successful save the creature takes half damage and retains use of the neck.
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