Base Class: Barbarian
The Path of the Mask is a path of glory, honor and fame. Barbarians that seek out this path generally reject the use of weapons, instead honing their bodies into bulwarks of remarkable strength. These barbarians are known for their skill and grace when fighting opponents, drawing in people far and wide to witness their exploits in honorable combat. Many Path of the Mask barbarians perfect their styles to fight for the every-man, defend the downtrodden, or seek out justice for those cannot defend themselves. Other barbarians of this path use their strength to impose terror and subservience on others through their actions.
Bonus Proficienies
When you chose this path at 3rd level you gain proficiency in Performance skill check if you don't already have it. You immense stature leads you to be the center of attention. Using this, you are adept at using your brawn to enthrall crowds with displays of physical prowess.
Hand-to-Hand
Years of fisticuffs and harsh training has led to your body becoming the peak of power and performance in combat. Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier. In addition, while raging if 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 it with an unarmed attack. This damage increases as you gain levels in this class.
The grapples bonus bludgeoning damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Inner Strength
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Center of Attention
Additionally at 6th level, your way of fighting demands that every move be executed flawlessly even under the most strenuous pressure for fear of being seen as an unworthy wrestler. While raging if you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 60 feet of you (maximum bonus of +5).
You can use this feature an amount of times equal to your charisma modifier (a minimum of once.) You regain all uses on a short or long rest.
Opportunistic Grasp
At 10th level when you use your reaction to make an opportunity attack against a creature you can forgo the attack to attempt a grapple instead.
Pinning Maneuver
Additionally, when you grapple a creature that creature must succeed on a strength saving throw against your Pinning Maneuver save DC. On a failure the creature is knocked prone.
Pinning Maneuver save DC = 8 + your proficiency bonus + your Strength modifier.
Submission
At 14th level your presence instills dread into your enemies breaking their will and shattering their fighting spirit. If you have a creature grappled you can use you bonus action to menace your opponent into surrender. The target must roll a Constitution saving throw against your Submission save DC. If the target fails and has less than 70 remaining hit points it is rendered Unconscious, otherwise this has no effect. A target is also immune to this effect if they are immune to being Frightened.
Submission save DC = 8 + your proficiency bonus + your Charisma
You can use Submission a number of times equal to your Charisma modifier (a minimum of once.) You regain all uses of Submission on a short or long rest.
Captivating Attacker
Additionally, you may grapple a creature two size categories larger than you. In addition, while you have a creature grappled you may move your full movement. If you succeed at grappling a creature equal to or lower than your size category they are considered Restrained in addition to being Grappled.
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Posted May 24, 2020gud