Barbarian
Base Class: Barbarian

This subclass is an homage to the manga "Kengan Ashura/Omega."

A rare few individuals are born with an inherent condition known as "Superman Syndrome." Creatures with this condition have a significantly increased muscle density, granting them great strength relative to their size. While many of these creatures become incredibly efficient workers or mindless brutes, some choose to hone their strength with discipline and technique, turning to martial arts. These are the wild tigers, warriors very much reminiscent of monks, but who rely much more on strength and resilience than on swiftness and grace.

Superman Syndrome

With your incredible strength, your body becomes a weapon that puts the blade to shame. You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die increases to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.

Additionally, can carry twice as much as usual, and have advantage on saving throws made to avoid being pushed or pulled.

Martial Discipline

Starting at 6th level, you begin to hone your techniques, reaching greater heights of unarmed combat. You gain the following benefits:

- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

- Whenever you use your action to make an unarmed strike, you may use your bonus action to make another unarmed strike or attempt to grapple or shove a creature.

- You learn several techniques that you can apply when making an unarmed strike:

  • Awase zuki. Make another unarmed strike against the same target.
  • Uke. The target has disadvantage attack rolls until the beginning of your next turn.
  • Ashi barai. You may immediately shove the target, attempting to knock them prone.
  • Nukite uchi. Disrupting the target's breathing, you prevent the target from taking reactions until the beginning of your next turn.

You may use one technique per turn. You can use these techniques a number of times equal to your proficiency bonus, and regain all uses after taking a short rest.

Heavyweight Powerhouse

Your muscles become thicker and denser as you improve, granting you advantage on damage rolls made for unarmed strikes. Additionally, you gain advantage on saving throws meant to avoid the grappled or prone conditions. You also have advantage on ability checks made to end the grappled condition.

Disciplined Focus

Your dedicated training makes your rage a focused flurry of martial expertise. When you rage, you can use multiple of your Martial Discipline techniques in one turn. Additionally, you replenish one use of Martial Discipline at the beginning of each of your turns while raging.

Blast Core

By 14th level, you learn to compress your muscles like a spring, preparing an all-out attack. When you use the ready action to prepare the attack action, if the first attack you make as part of this action is a Strength-based melee attack, you may choose to make it a Blast Core attack. Blast Core attacks are automatically considered critical hits if they land, and they enjoy an additional benefit depending on the type of damage they inflict:

Piercing - puncture: the target suffers disadvantage on Dexterity and Constitution saving throws.

Slashing - dismember: the target must succeed a Constitution saving throw (DC equals 8 + your Strength modifier and proficiency bonus) or lose a limb of your choice (the DM may disallow specific limbs for monster-specific reasons).

Bludgeoning - crush: the target suffers a reduction to its AC equal to your Strength modifier.

These effects last until the target takes a long rest.

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