Base Class: Barbarian
Barbarians who follow the Path of Glorious are masters of showmanship and combat prowess, using their physical strength and charisma to awe and inspire both allies and enemies.
Mighty Strikes
At 3rd level, your unarmed strikes become more powerful as you grow in strength. They deal damage as follows: d4 + your Strength modifier at level 3, d6 at level 6, d8 at level 8, d10 at level 10, d12 at level 12, and d20 at level 20.
Mask Maker
At 3rd level, you become proficient in disguise tools, allowing you to seamlessly blend into different environments and situations.
Grapple Master
At 3rd level, you gain advantage on grapple checks, and you have advantage on attacks against opponents you are grappling. Additionally, your grapples allow you to restrain your opponent, and you can grapple creatures 2 sizes larger than you.
Harsh Hands
Starting at 6th level, your unarmed attack on a hit grapples the target as long as you are using your hands and they are not holding anything. Additionally you can grapple two creatures.
Super Manuevers
Starting at 6th level, you gain access to various maneuvers to subdue your opponents and show your greatness to everyone
Charging Lariat
If you run in a direct line for 10 feet or more, you can use your first attack to knock your opponent prone. You gain an extra hit dice of damage for each additional 10 feet you ran before attacking the creature. On a hit the creature must make a Strength Saving throw against your save DC, on a fail they are knocked prone and moved equal to your movement used for this attack.
Cheapshot
When you use your reaction for a melee attack opportunity attack or you hit a creature that has a status condition you roll with advantage on your unarmed strikes.
Chokehold
While your opponent is grappled or restrained by you, you may use a bonus action or one of your attacks from your attack actions to use an unarmed choke hold attack. If the attack hits, the opponent is incapacitated until another creature uses their action to wake the creature, the creature is healed by spell or effect, or until a 1 minute has passed.Additionally on a fail the creature is silenced. This only works on creatures who need air to survive.
Cymbal Smasher
While grappling two creatures you may make an unarmed cymbal crash attack hitting both creatures with one of your attacks.
Demoralizing Antics
While grappling a target you may make an unarmed Demoralizing antics attack. On a hit the creature makes a charisma saving throw. On a fail they have disadvantaged against contested checks against you for 1 minute.
Dropkick
If you run in a direct line for 10 feet or more, you can use your first attack to move the creature 10 times your proficiency bonus. You gain an extra 10 feet of forced movement for each additional 10 feet you ran before attacking the creature. This attack does not allow you to grapple the target with Hash hands.
Ground Game
When grappling a target you may use half your movement to make you and the creature prone.
Huck and Chuck
While grappling an opponent you may use one of your attacks from your attack action to throw a creature or object equal to 10 times your proficiency bonus.
Lightning Lariat
If a creature moves within 5 feet of you, you can use your reaction to make an unarmed melee attack. On a successful hit, the creature is knocked prone.
Peerless Jumper
You take no fall damage from 10 times your proficiency bonus in feet or less. Additionally, when you jump from a height and land on a creature, that creature takes a number of your hit dice in damage for each 10 feet you were up.
Quick Submission
You may use a bonus action to attempt to grapple a target.
Showboat
While grappling a creature, you may use a bonus action to make any enemy within 30 feet of you that can see and hear you make a Charisma saving throw. On a failed save, those creatures have disadvantage on attacks not against you.
Suplex
If a creature is grappled by you, you can use an attack from your attack action or bonus action to make an unarmed strike suplex attack. On a hit the opposing creature makes a constitution saving throw equal to your save DC. On a failure, the creature is stunned until the end of your next turn.
Windmill Toss
While Grappling a creature you may use them as a weapon hitting every creature within 10 feet of you. Each creature within a 10 feet radius must make a dexterity saving throw equal to 8+ your proficiency + your strength modifier. On a fail they take 1 of your hit dice in damage and are pushed back 5 feet and knocked prone on a success they take half as much damage and are not knocked prone or pushed back 5 feet. The creature you are using takes a hit dice of damage for each fail a creature had from this attack.
Meat Shield
Starting at 6th level, When you are grappling a target You gain your proficiency to AC and if an attack misses it is dealt to the creature instead. Additionally you take half damage from spells and effects that deal damage based on dexterity throws and any damage you would did not take goes to the creature you are grappling
Superstar Aura
Starting at 10th level, all friendly combatants within 5 times your proficiency in feet of you gain half your proficiency bonus to their AC rounded up, inspired by your presence and bravado.
Bravado
Your overwhelming intensity makes others see you at a higher status. You have expertise in intimidation and persuasion while raging
Crowd Energy
Upon reaching 14th level, you gain +1 AC and +1 to saving throws for each friendly combatant within 20 feet of you, up to a maximum of +4 AC.
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