Base Class: Barbarian
A man staggers back, an axe firmly embedded in his chest. Blood spurts from his mouth, and his knees wobble. With adrenaline pumping through his veins, a small smile meets his lips, and as fist meets face, a roar of joy escapes his mouth as he feels his armored enemy fall to the ground.
An elven woman leaps into the sky, with all of the grace of an eagle. With a furious scream, she crashes to the ground, and the skeletal spear bearers crumble and fall around her.
This is the Path of Brutality, where weapons are nothing but steel hindrances and armour is a suggestion. Your fists strike harder than any axe or hammer, your kicks fell trees and crush rocks; your body is a tool for brute force.
Fists of Steel, Feet of Iron
Your unarmed strikes grow stronger to compensate for a lack of a weapon. At 3rd level, when you choose this subclass, your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, and if you make an unarmed strike attack as an action, you may make another as a bonus action. The damage die of your strikes increase to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. These strikes count as a simple melee weapon for class feature purposes, and you add your Rage damage bonus to your unarmed strikes.
In addition to this, you gain resistance to poison damage and you have advantage on saves against being poisoned, and when you are below half of your maximum HP, you gain resistance to force, necrotic, fire, and acid damage, and you cannot be knocked prone.
No Bell Ringing
The Path of Brutality has one ideology, and that's "It ain't over 'till the bell sounds". Once per long rest, if you are reduced to 0 HP, you may choose to instead be reduced to 1 HP. Effects that would instantly kill you also reduce you to 1 HP, or if this ability has been used before a long rest, to 0 HP. Finally, if you make a Death Saving Throw, you may add your constitution modifier to it, and if the saving throw totals to 20, you gain 1 hit point.
Boxer's Endurance
You have the stamina of a person who's been taking punches their entire life. Your carrying capacity doubles, and you treat levels of non-magical exhaustion as 1 lower than normal. In addition to this, your long jump and high jump each double in height and length, and you can add your constitution modifiers to these jumps.
Thundercrash
Your fists make the earth quake in fear, and your kicks make mountains shake. At 10th level, as an action, you may make a long jump without moving 10 feet first. If you do, when you land, make an unarmed strike attack against every enemy within a 10 foot radius of you. If these attacks hit, they each deal an additional 1d6 points of force damage per 10 feet jumped.
Death Throes
At 14th level, being brought to the brink of death is something you crave more than anything in the world. When you are reduced to 1 HP, as per your No Bell Ringing feature, you go under the effects of the Tenser's Transformation spell, and you may make two Unarmed Strikes as a bonus action instead of 1. While you have temporary hit points as per the Tenser's transformation spell, you can choose to fail your next death saving throw to make another two unarmed strikes in your bonus action. You may do this up to 3 times, and if you do this 3 times, you instantly die.
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