Barbarian
Base Class: Barbarian

The Bare Fisted Juggernaut is a fierce, relentless warrior who channels raw physical power and unyielding spirit into every strike. Forgoing weapons in favor of devastating hand-to-hand combat, Juggernauts master the art of focused and chaotic fist techniques, allowing them to overwhelm foes with elemental fury or precise, calculated blows.

Their indomitable endurance and unshakable rage make them formidable in battle, able to shrug off mortal wounds and press on when others would fall. Whether by sheer force of will or elemental might, the Juggernaut dominates the battlefield with fists that strike as hard as stone and hearts that refuse to break.

 

Level 3: Heavy Handed

You lack proficiency with weapons or shields, but your fists count as martial weapons for you.

  • Your unarmed strikes deal 1d8 + Strength modifier bludgeoning damage.
  • At 6th level, this increases to 1d10.
  • At 14th level, this increases to 1d12.

When you attack recklessly (using Reckless Attack), you can add your proficiency bonus to the damage of the first unarmed strike that hits on your turn.

Level 3: Sturdy Build

When you are not wearing armor or using a shield, your AC equals:

10 + your Strength modifier + your Constitution modifier

(Does not stack with unarmored defense, pick whatever is higher)

Level 6: Natural Born Tank

At 6th level, choose one damage type from the following: bludgeoning, piercing, slashing, fire, cold, lightning, acid, necrotic, or radiant. You gain resistance to the chosen damage type.

At 14th level, choose a second damage type to gain resistance to.

Once per short rest, when you are hit by an attack, you can use your reaction to roll 1d20:

  • On a roll of 1–5: You take double damage from the attack.
  • On a roll of 6–15: You take half damage.
  • On a roll of 16–20: You take no damage.
Acid Resistance

Gain resistance to acid damage

Bludgeoning Resistance

You gain resistance to bludgeoning damage

Cold Resistance

You gain resistance to cold damage

Fire Resistance

You gain resistance to fire damage

Lightning Resistance

You gain resistance to lightning damage

Necrotic Resistance

You gain resistance to necrotic damage

Piercing Resistance

You gain resistance to piercing damage

Radiant Resistance

You gain resistance to radiant damage

Slashing Resistance

You get resistance to slashing damage 

Level 6: Stoic Protector

Starting at 6th level, when a creature within 5 feet of you is hit by an attack, you can use your reaction to interpose yourself between them and the attacker, taking the damage instead.

You take the full damage the target would have taken, including any additional effects of the hit. The original target takes no damage.

You must be able to see the creature and be capable of movement to use this reaction.

Level 10: Path of the Focused Fist

Path of the Focused Fist
Through intense meditation and physical mastery, you learn to channel elemental forces through your unarmed strikes.

At the end of a long rest (or during a short rest with 10 minutes of focused meditation), choose one of the following elements:
Fire, Cold, Lightning, Acid, Necrotic, Radiant

Your unarmed strikes deal an additional 1d6 damage of the chosen type.

Whenever you hit a creature with an unarmed strike, it suffers the effect associated with your chosen element:

Elemental Effects

  • Fire: The target takes 1d6 fire damage at the start of its next turn (burning).

  • Cold: The target’s speed is reduced by 10 feet until the end of its next turn.

  • Lightning: The target can’t take reactions until the start of its next turn.

  • Acid: The target’s AC is reduced by 1 (cumulative, max –3) until the start of your next turn as their armor corrodes.

  • Necrotic: The target can’t regain hit points until the end of your next turn.

  • Radiant: The target sheds dim light in a 10-foot radius and has disadvantage on Stealth checks until the start of its next turn.

    Alternative Path: If your character embraces chaos over control, your DM may allow you to replace this feature with Path of the Chaotic Fist instead.

❄️ Cold Focus

You draw upon freezing power to chill your enemies. Your unarmed strikes deal an additional 1d6 cold damage.
When you hit a creature, its speed is reduced by 10 feet until the end of its next turn.

✨ Radiant Focus

Your fists shine with divine light. Your unarmed strikes deal an additional 1d6 radiant damage.
When you hit a creature, it sheds dim light in a 10-foot radius and has disadvantage on Stealth checks until the start of your next turn.

⚡ Lightning Focus

Crackling lightning charges your fists. Your unarmed strikes deal an additional 1d6 lightning damage.
When you hit a creature, it cannot take reactions until the start of its next turn.

💀 Necrotic Focus

You drain life with every hit. Your unarmed strikes deal an additional 1d6 necrotic damage.
When you hit a creature, it cannot regain hit points until the end of your next turn.

🔥 Fire Focus

You channel inner flame into your fists. Your unarmed strikes deal an additional 1d6 fire damage.
When you hit a creature, it begins burning, taking 1d6 fire damage at the start of its next turn.

🧪 Acid Focus

Your strikes ooze with corrosive power. Your unarmed strikes deal an additional 1d6 acid damage.
When you hit a creature, its AC is reduced by 1 until the start of your next turn (maximum reduction of −3).

Level 10: Crushing Grip

Starting at 10th level, while you are raging and have a creature grappled, you can use a bonus action to deal crushing damage to the target.

  • When you use this ability, the target takes 3d6 bludgeoning damage.

  • Each time the creature fails to escape your grapple, the escape DC is lowered by an additional 1d4 until the grapple ends or you stop raging.

  • Each successful escape attempt resets this penalty to 0.

  • The penalty to the escape DC can stack up to a maximum of –2d4.

  • If the creature has any penalty to escape, instead roll 2d6.

 

Level 14: Relentless Juggernaut

Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You immediately enter a Rage without expending a rage use, even if you have no uses remaining, and gain temporary hit points equal to your Barbarian level + your Constitution modifier.

You fight in this state for 1d4 rounds. While in this state:

  • You do not make death saving throws, even if reduced to 0 hit points.
  • You cannot be healed by any means.
  • As long as you have temporary hit points, you continue to fight normally.

If your temporary hit points are reduced to 0 before the duration ends, you immediately:

  • Fall to 0 hit points
  • Become unconscious
  • Fail two death saving throws instantly

If the duration ends and you are still at or above 1 hit point, you collapse and begin making death saving throws on your next turn.

If you also have the Half-Orc trait Relentless Endurance, that first comes first, and then use this feature.

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