Barbarian
Base Class: Barbarian

Barbarians of the Path of True Grit scoff at those who cower behind shields and weapons. These barbarians (often called brutes, bruisers, or brawlers) prefer to let pure, physical power determine the winner of a fight. When a foe challenges their pride, damages their ego, or dares to threaten their close friends, then brawlers will fight back with a focused fury of unmatched intensity. This controlled rage comes from the brawler's rigorous training, which instills a strong discipline and determination that allows them to channel their raw emotions into an even greater power: true grit.

Bareknuckle Brawler

Starting at third level, you can choose to fight without weapons and depend instead on your own grit. 

You gain the Unarmed Fighting style:

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit with a melee attack.

Furious Focus

Starting when you choose this path at 3rd level, you learn to channel your rage through intense focus during battle, allowing you to better dish out and avoid damage.

While you are raging, you gain the following benefits:

Fueled by Rage. You gain a bonus to your unarmed strike attack rolls and Armor Class equal to the Rage Damage bonus, but only if you are not holding a weapon or shield.

Focused Strikes. When you enter a rage, you can choose a creature you can see as the focus of your fury. You strike directly and with full force at any vulnerable spot on the target creature whenever you hit it with an unarmed strike, putting the creature into a "daze" until the start of its next turn. A dazed creature can take no reactions and has  disadvantage on Constitution saving throws. As a bonus action, you can refocus to choose another creature you can see as the target of your rage.

One-Two Combo

At 6th level, you have learned how to follow up on successful strikes.

When you hit a creature with an unarmed strike, you can make one additional attack with an unarmed strike against that creature.

You can use this feature only once per round, resetting at the end of your turn.

In addition, you can perform combination attacks with your allies as well. Whenever a creature within 5 feet of you is hit by an melee weapon attack made by a creature other than you, you can use your reaction to make an attack with an unarmed strike against that creature.

Haymaker

At 10th level, the sheer force of your strikes goes beyond the limits of physical might. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also use your action while raging to reel back and swing with all of your might, focusing all of your fury into a single powerful blow.

Make an attack roll with an unarmed strike against a target creature. On hit, you deal 3d8 bludgeoning damage + your Strength modifier + your Barbarian level. If the creature is no more than one size larger than you, you can force it to make a Strength saving throw (DC = 8 + your proficiency + your Strength modifier). If the creature fails, you choose whether to knock it back 10 feet or cause it to fall prone.

You can use this feature twice between rages. At 20th level, this changes to twice every 1 minute.

Unstoppable Grit

At 14th level, you have learned to further focus your resolve during your rage, enabling you to surpass your limits.

You gain the Improved Unarmed Fighting style:

Improved Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier. If you strike with two free hands, the d8 becomes a d10.

When you successfully start a grapple, you can deal 1d6 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit with a melee attack.

You also gain the following benefits when you enter a rage:

Ultimate Aggression. When you choose the focus of your rage, you can move up to your speed towards that creature. While using this movement, other creatures have disadvantage on their opportunity attacks against you. You gain a climbing and swimming speed equal to your walking speed during this movement as well.

Iron Grip. Your first attempt to grapple a creature always succeeds with no contest required. If the creature escapes the grapple, that creature is immune to this effect for 10 minutes.

Overwhelming Power. Your Haymaker can push or knock prone a creature of any size. 

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