Base Class: Barbarian
Through ancient techniques, you have implanted metal spikes into your skin and muscles. These spikes are now one with you as your muscles and skin have grown around them, they are irremovable beside through dismemberment. You decide that weapons are child's play and see that real warriors take a hit, keep moving, and show dominance through hand to hand combat
Barbed Hands
Starting at 3rd level, Your ability to fight bare handed is unmatched. Your unarmed attack damage is 1d4 + Str Mod + Con Mod piercing damage.
This damage increases, at 7th level (1d6 + Str Mod + Con Mod piercing damage), 11th level (1d8 + Str Mod + Con Mod piercing damage), 15th level (1d10 + Str Mod + Con Mod piercing damage), and 19th level (1d12 + Str Mod + Con Mod piercing damage)
Constitution Befitting of a Warrior
starting at 3rd level, add 1d4 to your total hitpoints for every level taken in barbarian
Spiked Defense
Starting when you choose this path at 3rd level, you learn how to better use the spikes implanted in your body. You are unable to wear armor but through training you learn how to effectively use your spikes to defend yourself, Your AC becomes 10 + Dex mod + Cons mod. Additionally, as long as you are raging, if a creature within unarmed reach attacks you with a melee attack and rolls lower than your AC then you deal 1d6 + Con mod piercing damage to the attacker.
This increases by 1d8 at 7th level (2d6), and starting at 11th level you learn to reflect this damage even if the attack hits (3d6), 15th level (4d6), 19th level (5d6)
Barbed Embrace
Beginning at 6th level, you can make a target regret stepping too close. If you have successfully grappled a creature that creature has disadvantage with attacks against you and takes 1d8 + your AC + Cons Mod piercing damage. As an action every turn you have a creature grappled you may squeeze tighter, digging your spiked skin into them dealing another 1d8 + your AC + Cons Mod piercing damage.
Unbreakable defense
Beginning at 10th level, As long as you haven't moved yet this turn, you can spend an action bracing yourself for attacks to come. You add your Cons mod to your AC once again. This lasts for the round and ends at the beginning of your next turn.
Call For Battle
Starting at 14th level, You shout at an enemy forcing them to charge you and attack. The creature you shout at must make a 8 + your prof + Con Mod DC Wis Save or be taunted and forced to chase down and attack you for 1 minute. You must use an action every turn for the duration to keep the creature taunted or the taunt will end. The creature may make a saving throw at the end of each of it's turns. You may use this feature once per short/long rest
At 18th level the DC becomes equivalent to your AC and you may use this trait 3 times per short/long rest. Additionally if the creature you are taunting dies while being taunted, all hostile/opposing creatures within 100ft that have vision of you must make a 8 + prof + Con Mod Wis save or be frightened for 1 minute. These creatures that are feared may make the save again at the end of their turns,
Previous Versions
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