Barbarian
Base Class: Barbarian

As a barbarian, you seek a new adventure into a foreign land hearing the rumors of a strange style of combat has enticed the unbridled warriors' ears, or maybe, you committed several atrocities that caused the deaths of loved ones. Now you seek atonement from a martial sage to quill your rage, or perhaps, you heard of tales of the monastery monks and their fighting arts treasure and set out to raid their most sacred and prestigious dojos. No matter the event that inspired your voyage, your rage has shaped your destiny into seeking the martial arts of the far east that has turned the barbarian's untempered fist into a deadly weapon.

Path of the Martial Artist

Barbarian Level Features
3rd  Martial Arts Warrior, Pulverizing Blows
6th Ki-Force and Body Mastery 
10th Technique Ferocity 
14th Forbidden Fighting Styles

Pulverizing Blows


3rd-Path of the Martial Artist Features

beginning at the 3rd level, While focusing your Rage into your fists, you obliterate a creature's bones, organs, and muscles with your bare hands doing so will cause adverse effects during combat when you take the attack action with an Unarmed Attack when it lands on a natural d20. The following limbs or appendages are affected when rolled on a d20, when landed on a 1-8, you break an arm. On 9-12, you break a leg. On 13-16, you rupture an eardrum. On 17-19, you rupture an Organ. On a 20, you shatter the skull or Spine. The effects of Pulverizing Blow are as follows:

 Shatter and Rupture 

  you can  shatter or rupture (both) Limbs and appendages on a natural critical hit 20

limbs  Condition Effect
Arms unarmed damage is halved they must make a DC=8 + your Strength modifier or Dexterity Modifier + your Proficiency bonus. Just to hold their melee weapon, and all damage is halved. On a failed save, they are disarmed. (Both) creature or monsters cannot, grappler. duration: 1 minute or until healed
Legs movement speed halved, a disadvantage in (Acrobatics). (Both) Retrained  duration 1 minute or until healed
Ribs  Stunned for 1 round. (Both) Exhaustion  level 3 Duration: 1 minute or until healed 
EarDrums  a disadvantage in Perception checks or -5 in passive checks. (Both) Deafened  Duration: 1 minute or until healed 
Skull & Spine  The prone target must make DC = 12 just to stand up plus prone movement speed reduction upon standing. (Both) Unconscious, also the target must roll a Constitution saving throw to remain conscious. DC=8 + your Strength modifier or Dexterity Modifier + your Proficiency bonus. On a Fail save, the target is unconscious until healed, On a successful save your opponent is paralyzed 4 rounds. Duration 1 minute or until healed. 
Organs  poisoned(Liver) creatures or monsters must use their lowest ability score modifier in place of their highest modifier, choose one, it last for 5 rounds. (Both) (heart)Exhaustion 3-4 Duration 1 minute

  

Martial Arts Warrior

 3rd-Path of the Martial Artist Features    

Beginning at level 3, You have been accepted by a martial arts master in an attempt to quell that rage of yours just enough to show fighting techniques that rival any monastery teaching, your Barbarian may use Monk's simple weapons with these features. Additionally, you learn secret martial art techniques  

  • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action
  • you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your barbarian level. 
  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
  • You may use Unarmed Strikes instead of a melee with any of your barbarian features.
 Rage Ki

Your Rage has caused you pain and sorrow, but your discipline in the martial arts has taught you how to reform that anger into Ki, which can be used to augment the barbarian's speed, body, and strength, as well as, your unarmed, and melee attacks.

Additionally, you gain a Rage Ki die which is a d8, when you convert 1 Rage that gives access to certain class features, for each Rage ki spent, your die number reduces, and you may also spend more Rage Ki to switch out features during combat by spending 1 Rage Ki. When all of your points on a d8 have been spent you must expend additional Rage to make another Rage Ki die. You may still use your Rage Ki Die after rage has ended, but your subclass features do not benefit from the rage features effect when you do so. 

Ki-Force and Body Mastery

6th-Path of the Martial Artist Features

Starting at the 6th level, your fighting prowess allowed you to fill your frame with ki giving you a powerful build effect and empowering your unarmed strike and melee strikes they count as magical to overcome resistance and immunity to nonmagical attacks and damage, your unarmed attack damage types are now force. In addition, when you spend 3 points on your Rage Ki Die, on a successful hit,  you may send a flow of ki that hits one creature of your choice standing 10 feet behind your target. On a miss, your targets must make a Dexterity (acrobatic) check with a disadvantage. On a failed save, they become knocked prone and your additional target is moved 5ft for 1 turn.

Moreover, When your rage ki is flowing, you can protect yourself from harmful substances and illness, you are resistant to disease and poison when you spend a point on the Rage Ki Die for up to 1 minute.

Technique Ferocity

10th-Path of the Martial Artist Features

Beginning at the 10th level, You've honed your anger and mastered powerful martial technique, when enraged you release a flurry of blows, counterattacks, and martial arts techniques to dominate your opponent this class features synergies with these several maneuvers. Choose one of these maneuvers below you. spend 4 points on your Rage Ki die.

Conquering Whirlwind

The Ferocity of your weapon swings is becoming faster, and faster and your rotational tempo is creating illusionary limbs that extend out 5ft parrying melee and range attacks acting as a shield, use your reaction to deflect income range weapons or melee attacks by spending 1 point on your Rage Ki Die, until the start of your next turn you can add a + 5 bonus to your AC, can use your weapon as a shield up to a number of times as your highest modifier. Additionally, you can use a bonus action to make a melee attack against any number of creatures within 5 feet of you. prerequisite: a Martial weapon with the Reach property. 

Relentless Parry

If you make an unarmed strike as part of the Attack action on your turn and are holding a weapon, you can use it to defend yourself if it is a melee weapon you may attempt to disarm the target, forcing it to drop one item of your choice that it's holding when you expend 1 point on your Rage Ki die, the target must make a Strength saving throw. On a failed save, it drops the object you choose. you may use Weapon Warlord with this maneuver.

Shoulder Throw

as a ready action, you perform a over-the-shoulder throw for 3d8 bludgeoning on a creature no more than one size large than you when an unarmed attack, or when a spell is being made against you within melee range, make a strength(athletic)check with an advantage your target becomes prone, use your reaction to perform Relentless Combination as a bonus Action.

Swift Deception

When you make a dash or dodge action, make a deception roll. On success, you can create an afterimage that lasts one round; all enemies in line of sight must attack your false image before engaging in combat with you on the next round, and your false image also lasts until your next turn. This image has 1 hp and will dispel, on the first attack against it. Furthermore, you can also use this maneuver with a reaction when a creature makes an opportunity attack, you may use a disengaged action to escape unharmed, leaving an afterimage. Spend 1 point on your Rage Ki Die to extend duration by 1 turn when you take the dodge, or dash action.  

Weapon Warlord

Your martial arts training and mastery with two-handed weapons are frightening, you even boaster in battle by giving yourself a handicap by using one hand, but your rage enables such feats without losing your allure in combat, you can add either Versatile or the Finesse property to Simple weapons and Martial Weapons that have Heavy, reach, or the two-handed property. Weapons that have the versatile property already upon them, when using it with one hand, add + 2. For example, a Greatclub is 1d8 bludgeoning one-handed it becomes 1d10 bludgeoning one-handed (with a maximum die of d12). 

Forbidden Fighting Style


14th-Path of the Martial Artist Features

Starting when you choose this path at 14 levels, You learn taboo techniques among all martial artists by putting your body through cruel and unusual training with repetitive strikes against hard surfaces your knuckles, shins, and other limbs have calcified, and are now hard as steel that can stand against any weapon with your iron body alone, your rage has even transfigured your body's composition changing your appearance. 

Legendary Challenger. Using this martial style has made you infamous and a target of all warriors and can be challenged by fighters, monks, rangers, rogues, and Barbarians at any time. (DM discretion) upon defeating any of these class warriors, you gain an advantage on skill rolls. Roll a d4 to determine the number of challengers.

Way of the Demon's Fist

Your brutish fists are compared to that of an enraged demon from the Far East whose strikes sound like the drums of Oni, even your anatomy has changed because of this prohibited style of martial arts, you have the following effects when you're enraged and expend 5 points on your Rage Ki Die this last until your rage ends. 

  • Your Unarmed strikes have a Pulse Wave effect. This can be used up to a minimum of 3 times, and can't be used again until a short or long rest.
  • Your resistance to bludgeoning, slashing, and piercing damage has become immunity until the rage ends.
  • your body and becomes a half-cover for 1 party member of the damage type you are immune to.
  • You have an Alter Self Effect of Change Appearance and Natural Weapon.
  • You can try to move through a hostile creature's space and force your way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has an advantage on this check if it is larger than the hostile creature, or a disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

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