Base Class: Barbarian
For a select few barbarians, their rage is not a raging fury but more of a state of focus. Allowing them to focus their attacks not through reckless endeavors, but through calculated strikes using their fists.
Fisticuffs
Starting when you choose this path at 3rd level, while raging, your unarmed strikes do d4 damage and count as natural weapons. This damage increases at 6th, 10th, and 14th level.
Clinch
You know what to do in a pinch, clinch! Starting at 3rd level you gain the following;
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or grapple as a bonus action.
- Whenever you become grappled, you can use your reaction to make one unarmed strike with a free hand or shove against the creature that has grappled you.
Fancy Footwork
When you reach 6th level, you can move in and out of reach of foes.
When you make a unarmed strike against a creature, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Cestus
Starting at 10th level while your raging, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
C-C-C-Combo Breaker
At 14th level, you're able to pull off the deadliest of combos against your opponent.
Whenever you hit a creature with a melee attack, you gain another attack action. So long as you are landing melee attacks or succeeding on strength checks, the effect continues until you fail a roll.
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Posted Apr 22, 2025My only note is the combo breaker should be limited to once per turn they get that extra action. It could be more like an action surge or an ability that has a set amount of times it can be done between long rests. To simulate stamina you could make it be done a number of times equal to their con modifier or their proficiency bonus. If you want it to be this endless punching ability then their should be a consequence like exhaustion