Barbarian
Base Class: Barbarian

Fists of Fury

Starting at 3rd level, your unarmed attacks do 1d6 bludgeoning damage. This is increased to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14. When you make an unarmed strike as part of the Attack action on your turn, you can make one unarmed strike as a bonus action if you are not wielding a shield.
In addition, your unarmed strikes count as melee weapon attacks.

The Boss

Starting at 3rd level, you gain these two additional traits.
Resolve. During the start of combat you gain points of Resolve equal to your CON modifier. You gain 1 point of Resolve every time you take damage. Resolve can be expended to use "special moves." Points of resolve go away at the end of combat.
Special Moves. You learn four special moves which are detailed under “Special Moves” below. Many moves enhance an attack in some way. Each use of a special move must be declared before the attack roll is made. Only one special move can be used per attack. Special moves may only be used on unarmed attacks.

Fighting Spirit 

Starting at 6th level, while raging your unarmed attacks count as magical for the sake of overcoming resistances.
Additionally while raging your unarmed attacks deal double damage to objects and structures.

Colossus 

Starting at 10th level, your carrying capacity, lift, pull, and push limits are doubled.
Additionally while raging you may grapple creatures one size larger than you and you are immune to being pulled, pushed, or being knocked prone.

King of the Pit

Starting at 14th level, you now gain 2 points of Resolve every time you are damaged. 
Additionally your rage damage is doubled. 

Special Moves

Knuckle Down. You expend a point of Resolve to perform a combo. Your next attack strikes the creature twice, your unarmed damage dice for the attack is doubled. Additionally your next attack deals 1 point extra damage for each point of Resolve you currently have stored.
Haymaker. You may expend any number of Resolve to enhance your next attack. You gain 5 temporary hit points for each point of Resolve expended this way. Your attack does bonus damage equal to half the number temporary hit points granted by this move. You lose these hit points at the start of your next turn. 
Face Breaker. You expend a point of Resolve to head butt a creature. The creature must make a CON saving throw equal to 10 + half the damage dealt by this attack or 10 + the current number of Resolve you have stored, whichever is higher. On a failure their movement speed is reduced to 0 and they have disadvantage on attack rolls against you. Instead you may expend 5 Resolve, on a failure the creature is stunned until the end of its turn.
The Show Stopper. You may expend a point of Resolve to attempt to grapple a creature after a successful attack. If a target is already grappled then you may attempt a finishing move. Expend any number of Resolve and you may roll that many additional damage die on your next attack. However this is a dangerous technique and puts great strain on the one performing it. When your rage ends you gain a level of exhaustion.

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