Barbarian
Base Class: Barbarian

This path is followed by those who do not need the aid of mere 'Technology' even things such as rudimentary weapons are nothing compared to the claws and teeth of an apex predator, Followers of this path grow strong in their abilities, and bring those who appear to stand taller down with a force that surpasses even the things that those who employ magic can create, with only their hands.

Heavy Hands

Starting when you choose this path at 3rd level, while you are not using a weapon or a shield in any of your hands, your unarmed strikes count as having the Heavy Property and deal 1d6 + Strength Modifier bludgeoning damage. Additionally, when you make an unarmed strike using this damage roll method, Your next attack has an expanded critical strike range, becoming a critical hit on a 19 or 20.

Predator's Grit

Beginning at 6th level, you gain your Predator's Grit ability. As a bonus action, while raging, you can begin to store damage up to half of your hit point maximum, once any damage has been taken, you can unleash that damage as a colossal burst of energy on your next hit on an unarmed attack, dealing that same damage as force damage and gaining a number of temporary hit points equal to half that damage until the start of your next turn. This ability can only be used once, and recharges on a short rest.

Your Heavy Hands unarmed strike also increases to 1d8.

Primal Hunter

Beginning at 10th level, your level of mastery over your punches becomes quite palpable, you can make an unarmed strike as a bonus action while raging, and every time you land an unarmed strike, the recipient has to make a Wisdom saving throw, (the DC = to 8 + Proficiency Bonus + your Strength ability modifier) or be frightened of you until the end of your next turn, Creatures with an intelligence of 4 or lower have disadvantage on this saving throw. 

Your Heavy Hands unarmed strike becomes 1d10 starting at this level.

Unstoppable Force

Starting at 14th level, when you take damage you can use your reaction to make a strength check, and reduce the damage dealt by the total. 

Additionally, you critical strike range improves by one, allowing you critical strikes on 19's normally and 18's on your Heavy Hands feature. The damage die of your Heavy Hands also increases to 1d12.

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