Barbarian
Base Class: Barbarian

Barbarians that follow the Path of the Striker are masters of their physical form. They contain a quiet, focused, bone deep rage encompassing their entire being and release it through face-to-face unarmed combat.

Weaponless Warrior

Starting at 3rd level:
Your unarmed strikes deal 1d10 + your Strength modifier damage.
You can make one unarmed strike as a bonus action.
When you attack with an unarmed strike you can choose the damage type: bludgeoning, piercing, or slashing.

Magical Body

Starting at 6th level:
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
When in a rage you gain resistance to magical bludgeoning, piercing and slashing damage.

Fighting Style

Starting at 10th level, pick one fighting style from the following list:

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Flickering Form

Starting at 14th level, when you are hit with a melee attack, you can use your reaction to teleport up to 10 feet.
Make a Dexterity saving throw against the enemy’s attack roll. On a success you take no damage, on a failure you take half damage.
You can use this a number of times equal to your Dexterity modifier. (minimum of 1)
You regain all uses of this feature after you take a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2021 5:04:18 PM
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