Base Class: Barbarian
Rage charges are quick and last per round instead of a whole fight, the idea of the Hammerfist is to use your rage at opportune moments to deal maximum damage and other bonuses. They use unarmed attacks and excel with the power of a trained fist.
Heavy Handed
Starting when you choose this path at 3rd level, your unarmed strikes gain the two-handed and heavy property. Your unarmed strikes damage also deals 2d6 damage plus your strength and proficiency modifier. Your unarmed strikes count as both weapon attacks and unarmed strikes, for the purposes of working with reckless attack and other feats.
The 2d6 becomes a 2d8 at level 6, 2d10 at level 12, 2d12 at level 16, and 4d12 at level 20.
Burst Rage
Beggining at 3rd level. Your rage now only last until the end of your turn. You can activate rage as a free action when you take the attack action, all bonuses of rage are added to the attack you activated rage. Your gain additional rage charges equal to your Strength modifier (min 1). Your charges recover on short rest.
Augmented Strikes
Beginning at 3rd level. You can expend a number of rage charges to use the following attacks.
You can choose to apply one of these augments after succeeding an attack roll. Your saving throw is 8+prof+strength mod.
Armor Piercer
Beginning at 6th level. Your unarmed attacks count as magical for the point of overcoming resistances. When you land and attack on a creature with an unarmed strike, you reduce its AC by 1 to a minium of 10. If you use this feature twice on a target, the third attack you make causes the target to be vulnerable to all the damage you would deal.
Supreme Augmentation.
Beginning at 10th level, all your augmented strikes increase by 2d8 force damage. You learn new augmented strikes as well.
Trained Body.
Starting at 14th level, your training has brought your body to near perfection in terms of strength. When you strike an enemy with an unarmed attack you cause a small tremor that deals 2d8 force damage within 15ft of the target. You take no fall damage. Your jump distance is trippled. Any fall damage you would normally take is converted into a 15ft aoe of force damage.
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