Barbarian
Base Class: Barbarian

You have turned you rage into set of focused strikes making you an unstoppable force through your mighty fists.

Steelfist

At 3rd level, when you take the Brawler Primal Path, through training and sheer force of will your unarmed strikes have become lethal weapons.

You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

Your unarmed strikes are so double damage against objects.

You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels, as shown below.

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

At level 6 it increases to 1d6, 1d8 at level 10, and 1d10 at level 14.

Beat of a Brawler

At 3rd level you have become adjusted to the beat of your own heart allowing you to move in tune to it pulling off great feats of martial arts due to instinct alone.

Beat Dice. You gain beat dice a dice used for your 'moves' which is represented by a d4 and you have an amount of them equal to your Constitution Modifier(Minimum of One). The die type of your beat dice goes up along with your unarmed strike dice.

Moves. Moves are the actions you take when following your heartbeat expending one of your beat dice to use them. You start off with three moves from the move list and gain an additional one at level 6, 10 and 14.

Beat Saves. 8 + Constitution Modifier + Proficiency 

 Move List

Absorbing Strike. When you hit with an unarmed strike you can expend a beat dice rolling it and adding it to your damage and you also gain temporary hit points equal to the roll plus your Constitution Modifier.

Anchoring Strike. When you hit with an unarmed strike you can expend a beat dice rolling it and adding it to your damage and forcing a strength saving throw and on a fail the creature is knocked prone and must use an action and half their movement speed to get up.

Annihilation Strike. When you make an unarmed strike you can expend a beat dice rolling it and adding it to your damage if you hit additionally for that attack your critical hit range is increased by the roll of the dice.

Bruising Strike. When you hit with an unarmed strike you can expend a beat dice rolling it and adding it to your damage and your force them to make a Constitution Saving Throw and on a fail they are distracted by the pain giving disadvantage to attack rolls and ability checks next turn.

Combo Strike. When you hit with an unarmed strike  as part of your attack action you can expend a beat dice rolling it and adding it to your damage and you may make an additional unarmed strike. This can only be used once per turn.

Crushing Strike. When you hit with an unarmed strike you can choose to expend any amount of beat dice rolling all of them adding the total roll plus your Constitution Modifier to the damage.

Demolishing Strike. When you hit an object with an unarmed strike you can choose to expend a beat dice rolling it and adding it to your unarmed strike additionally if it is not fixed and weighs below your carrying capacity it is sent flying 30 feet and if a creature is in the way of it they must make a dexterity saving throw or take the damage the object took.

Disarming Strike. When you hit with an unarmed strike you can choose to expend a beat dice rolling it and addicting to your damage and forcing the creature to make a Strength Saving Throw and on a fail they drop an item of your choice that they are holding.

Ducking Strike. When you hit with an unarmed strike you can choose to expend a beat dice rolling it and adding it to your damage additionally you gain half the roll to your AC(Rounded Up).

Focused Strike. When you miss with an unarmed strike you may choose to expend a beat dice rolling it and adding it to your attack roll and if you then hit add the roll to the damage.

Intercepting Strike. When a creature within 5 feet of you hits with an attack you can choose to expend a beat dice rolling it and adding the total plus your Constitution Modifier you then remove the total from any damage dealt by the attack.

Leaping Strike. When you hit a creature with an unarmed strike you can expend a beat dice rolling it and adding the roll to the damage and you can move an amount of feet equal to the roll times 5 without provoking opportunity attack from the creature you hit.

Throwing Strike. When you hit a creature with an unarmed strike you can expend a beat dice rolling it and adding the roll to the damage and then also forcing a Strength Saving Throw and on a failure the creature is sent back an amount of feet equal to the roll on the beat dice times by 5.

 

Improved Beat

Beginning at 6th level, you have learned to adjust your strikes appropriately pushing your soul into each strike, whenever you use a beat dice on an unarmed strike the damage becomes magical. Additionally you no longer have to expend beat dice to use your moves however you do not get your normal beat dice only getting a d4 which does not go up additionally any moves that use multiple beat dice are considered to have only used one.

Advanced Beat

Beginning at 10th level, your beat has become more than just movements during your attacks they now grant you unique benefits. This means you gain two 'special movse' of your choice.

Special Move List 

Evasion. When you are forced to make a Dexterity Saving Throw you can use a reaction and expend a beat dice adding the roll to your Dexterity Save and on a success against the save you take no damage even if you would usually take half.

Undying. When you are sent 0 Hit Points you can expend a beat dice and on a roll equal to 6 or higher you instead go to 1 Hit Point and Heal an amount equal to your roll plus your Constitution Modifier.

Unmoving. When you are forced to make a Strength Saving Throw you can use a reaction and expend a beat dice adding the roll to your Strength Save and on a success against the save you take no damage even if you would usually take half.

Resilient. When you are forced to make a Constitution Saving Throw you can use a reaction and expend a beat dice adding the roll to your Constitution Save and on a success against the save to take no damage even if you would usually take half.

Fixed Beat

Starting at 14th level, you have become a master of your heartbeat allowing you to expend a beat dice as a bonus action healing an amount equal to the roll of the dice times by your constitution modifier. 

Previous Versions

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