Barbarian
Base Class: Barbarian

Some warriors use armaments and heavy rams to break down barriers and the lines of defense, but as a Path of the Battering Ram barbarian, your own body becomes a near unstoppable force for those that get in your way. When you rage, your composition becomes as tough as iron and you go into an unbridled fury, swinging fists and clashing skulls.

Unstoppable Force

When you choose the Path of the Battering Ram at 3rd level, you cannot be held down for long. You are unable to be grappled.

Battering Charge

Also at 3rd level, if you use your movement to advance toward an enemy creature while raging, you can use your bonus action to ram the creature with your skull. If you hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier + your proficiency bonus, instead of the usual bludgeoning damage for an unarmed strike.

Because of the collision, you must make a DC 10 Constitution saving throw at the end of your turn, or be dizzy. You are considered blinded until the start of your next turn.

Haymaker

Starting at 6th level, while you are raging, you can spin into a violent fury of chaotic punches as an action. On your turn, you use this action to throw 2 unarmed blows on one attack roll. For each Haymaker punch you throw, you roll 1d6 bludgeoning damage. Therefore, beginning at 6th level, to calculate damage for 2 punches, you will roll 2d6 and then add your Strength modifier. 

You must finish a long rest before you can use your Haymaker again.

The amount of unarmed punches you can throw in a single Haymaker action increases at later levels. 3 punches (3d6) at 9th level, 4 punches (4d6) at 13th level, and 5 punches (5d6) at 17th level.

Ironhide

Starting at 10th level, your body becomes more resilient against attacks. Use your Strength modifier instead of your Dexterity when calculating Unarmored Defense.

Furious Chain

Beginning at 14th level, you can attack multiple targets with your Haymaker action. After hitting a creature, you can target an additional number of creatures equal to your remaining Haymaker blows that are within 5 ft. of each other. If the original attack roll would hit the additional creatures, they take your Haymaker attack damage.

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