Barbarian
Base Class: Barbarian

Barbarians who walk the path of the savage believe in raw strength in its purest form. That is strength drawn from entirely from one's physical form and not made to rely upon the use of weapons in battle. Such a barbarian relies on weapons only on a whim, when it suits the situation and is needed the most, but otherwise fights savagely with their own fists.

Bare-Fist Brawler

You're most comfortable using your own fists as weapons. Your unarmed attacks deal 1d6 bludgeoning damage. Whenever you attack with an unarmed strike. The number needed to score a critical hit is reduced by 1. Meaning you score a critical hit on a roll of 19 or 20. If you make at least one unarmed attack or improvised weapon attack whenever you take the attack action, you can use a bonus action to make another unarmed attack.

In addition, you learn two of the following close-quarter maneuvers which you may use whenever you attack with an unarmed strike or an improvised weapon. If a maneuver requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier. Each maneuver can be used only once per rage:

Daze. When you hit a creature with an unarmed strike or improvised weapon you may force them to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn.

Grappling Strike. Whenever you hit a creature with an unarmed strike or improvised weapon, you may choose to grapple them. The target may attempt to escape the grapple on their turn as normal.

Devastating Blow. You concentrate all your power into one crippling blow toward your enemy. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save the attack deals an additional 1d6 damage of the weapon's type and the creature has their AC reduced by 1 and their speed reduced by 5 feet until they use an action on their turn to steady themselves.

Knockdown. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet away from you and knocked prone. 

Pocket Sand. Your strike is accompanied by a surprise burst of gritty and dusty material to the eyes. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Dexterity saving throw. On a failed save, the creature is blinded until the end of their next turn. This ability doesn't work against any creature that doesn't have at least one eye.

Disarming Strike. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save, the creature is forced to drop one item they are holding in one hand (your choice).

Punisher. Whenever you are hit with a melee attack, you may make one attack against the creature that attacked you with an unarmed strike or improvised weapon. You may apply a different maneuver to your attack if the attack hits.

You learn one additional maneuver at levels 10 and 14.

Daze

When you hit a creature with an unarmed strike or improvised weapon you may force them to make a Constitution saving throw. On a failed save, the creature is stunned until the end of your next turn.

Devastating Blow

You concentrate all your power into one crippling blow toward your enemy. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save the attack deals an additional 1d6 damage of the weapon's type and the creature has their AC reduced by 1 and their speed reduced by 5 feet until they use an action on their turn to steady themselves.

Disarming Strike

Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save, the creature is forced to drop one item they are holding in one hand (your choice).

Grappling Strike

Whenever you hit a creature with an unarmed strike or improvised weapon, you may choose to grapple them. The target may attempt to escape the grapple on their turn as normal.

Knockdown

Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet away from you and knocked prone. 

Pocket Sand

Your strike is accompanied by a surprise burst of gritty and dusty material to the eyes. Whenever you hit a creature with an unarmed strike or improvised weapon, you may force them to make a Dexterity saving throw. On a failed save, the creature is blinded until the end of their next turn. This ability doesn't work against any creature that doesn't have at least one eye.

Punisher

Whenever you are hit with a melee attack, you may make one attack against the creature that attacked you with an unarmed strike or improvised weapon. You may apply a different maneuver to your attack if the attack hits.

Piercing Attacks

Attacks you make with unarmed strikes or improvised weapons count as magical for the purposes of overcoming resistance to non-magical attacks.

Improviser

You know how to use your expertise to turn mundane objects into lethal weapons. You become proficient with improvised weapons. Whenever you make an attack with an improvised weapon, the weapon deals varying damage depending on its size:

  • Tiny objects (such as bottle or small rock) deal 1d6 bludgeoning damage.
  • Small objects (such as a chair's leg or a frying pan) deal 1d8 bludgeoning damage.
  • Medium objects (such as another creature or a door) deal 1d12 Bludgeoning damage.

In addition, all improvised weapons have the thrown property for you and have a normal range of 30 feet and a long range of 120 feet.

Whenever take the attack action using an improvised weapon, you may choose to focus all of your energy into one shattering attack against your foe. If this special attack hits, the creature takes additional damage equal to one roll of the weapon's damage die. When you make a shattering attack, the number needed to score a critical hit is 18-20. The improvised weapon then breaks entirely, making it useless. This feature can't be used if a weapon is incapable of breaking.

At the DM's discretion a weapon may deal a different damage type to an improvised weapon. For example, if you choose to attack with a splinter of wood, wielding it like a spear, it could deal piercing damage instead.

Brawler's Flurry

Your rage can propel you into a flurry of devastating attacks. Whenever you enter rage, if you take the attack action on the same turn, you may make three additional unarmed strikes as part of the same action. You may apply one of your Bare-Fist Brawler maneuvers to one of the attacks without expending a use of it. Once you've used this feature, you cannot do so again until you've completed a short or long rest.

Hand-to-Hand Mastery

Your mastery over the art of improvised fighting is unmatched. You score a critical hit with unarmed strikes on a roll of 18-20. You gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, you can use each of your Bare-Fist Brawler maneuvers twice per rage instead of once.

Finally, whenever you successfully break an improvised weapon using a shattering attack, you gain a surge of energy that you can use to shield yourself. You gain temporary hit points equal to your barbarian level.

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