Barbarian
Base Class: Barbarian

Channel Rage into Brutal Force

Barbarians who walk the Path of the Slugger channel their Rage into a brutal and efficient fighting style. Inspired by the fighters of the octagon, they combine raw strength with refined technique to deliver devastating blows and overcome their opponents. Their path is one of relentless aggression and unwavering determination, as they push their bodies to the absolute limit in pursuit of victory.

Level 3 - Slugger manoeuvres

Starting at level 3, your unarmed strikes deal bludgeoning damage equal to 1d8 plus your Strength modifier instead of the normal damage. Also, you learn three Slugger manoeuvres of your choice from the options available below. Many manoeuvres enhance an attack in some way. These manoeuvres are possible only if you are not wielding any weapons or shields.
When a Slugger manoeuvre forces a creature to make a saving throw the DC is 8 + Prof. Bonus + Strength modifier.

You learn two additional Slugger manoeuvres of your choice when you reach Barbarian levels 6, 10, and 14. Each time you learn new Slugger manoeuvres, you can also replace one Slugger manoeuvre you know with a different one.

The options from which you can choose your manoeuvres are:

Armbar

If you successfully grapple your target, you can turn that grapple into an armbar. On a failed STR save, both you and the target become Prone, and the creature is Restrained.

Bite

If you hit a creature with an unarmed attack and deal damage to the creature, the creature must make a WIS save. On a fail, the creature is Frightened of you until the start of your next turn.

Chest kick

If you hit a creature with an unarmed attack, you can push the creature up to 10 feet straight away from yourself if it fails a STR save and is no more than one size larger than you.

Ears slap

If you hit a creature with an unarmed attack and deal damage to the creature, the creature must make a CON save. On a fail, the creature is Deafened until the start of your next turn.

Eye poke

If you hit a creature with an unarmed attack and deal damage to the creature, the creature must make a CON save. On a fail, the creature is Blinded until the start of your next turn. Once you use this manoeuvre you can't use it again for 1d4+1 rounds.

Gut punch

If you hit a creature with an unarmed attack and deal damage to it, the creature must make a CON save. On a fail its Speed is reduced by 10 feet until the start of your next turn. If the creature is hit more than once in the same round by the same manoeuvre, the Speed reduction doesn’t exceed 10 feet.

Headbutt

If you hit a creature with an unarmed attack and deal damage to the creature, the creature must make a CON save. On a fail, you have Advantage on your next attack roll against that creature before the end of your next turn.

Neck strike

If you hit a creature with an unarmed attack and deal damage to the creature, the creature must make a CON save. On a fail, the creature can't speak or cast spells that require a verbal component until the start of your next turn. Once you use this manoeuvre you can't use it again for 1d4+1 rounds.

Nose jab

If you hit a creature with an unarmed attack, that creature must make a CON save. On a fail the creature has Disadvantage on its next attack roll before the start of your next turn.

Roundhouse kick

If you hit a creature with an unarmed attack, a second creature that is 5 feet from you and within your reach must make a DEX save. On a fail it suffers the unarmed strike's damage without your ability modifier, unless that modifier is negative. You can use this manoeuvre only once per turn.

Tackle

If you move at least 10 feet before an attack, you can try to tackle your opponent to the ground. The target must succeed on a STR or DEX saving throw (it chooses which), or cause it to have the Prone condition. The tackle is possible only if the target is no more than one size larger than you.

Level 6 - Toughened up

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are not wearing any armour or wielding any weapons or shields, you have access to a pool of Toughness dice, which are d12s, for a total quantity equal to your barbarian level. Dice are expended when you use them for any of the below features:

1) Hit harder. When you hit a target with an unarmed attack, you can expend 1 Toughness die, roll it, and add it to the damage.

2) Harder to kill. When you suffer damage you can choose how many of your Toughness dice to expend to absorb some of that damage. You can subtract the result of your roll from the damage you were about to suffer.

3) Harder than them. When a creature within your reach is hit by an attack, you can choose to expend 1 Toughness die and take their damage.

4) Harder to miss. If your unarmed attack roll misses a creature, you can expend 1 Toughness die and deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by your unarmed strike, and the damage can be increased only by increasing the ability modifier.

5) Harder reflexes. When you are hit by a melee attack and are not Incapacitated, you can use your reaction and expend 1 Toughness die to make an unarmed attack to a creature within your reach.

You regain all expended Toughness dice when you finish a Long Rest.

Level 10 - Even tougher

The list of features on which you can expend your Toughness dice has expanded to include the following:

6) Hit even harder. During your turn you can expend 1 Toughness die and make an additional unarmed strike.

7) Harder to hit. On your turn in combat, you can expend 1 Toughness die, roll it, and add the result to your AC. This will last until the start of your next turn.

8) Harder to die. If you get knocked Unconscious with at least 1 Toughness die still available, you can decide to expend that die and get back to 1 hit point instead. You can use this feature only once every Long rest.

Level 14 - Punching above your weight

At level 14 when you expend 1 Toughness die to Hit harder, you can roll 2 d12s instead of 1 and add the result to the damage. 

Moreover, any feat or feature that poses a disadvantage at anything bigger than - or is limited to a maximum of - one size larger than you has now that limit pushed to two sizes larger than you. This means that if your size is Medium you can Chest kick a Huge creature.

Lastly, you have a Climb Speed and Swim Speed equal to your walking speed, and difficult terrain doesn't slow you down or forces you to make ability checks.

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