Base Class: Barbarian
Training in the ways of hand to hand combat you have realized that your best weapon.... is your fists! Your light on your feet and ready to throw hands. You are much better at throwing punches and kicking then you are with a weapon. You may not be good at swinging a sword but your blows are devastating and ready to smash through anything! This path is for people who want a fist fighter that's not as elegant and precise as a monk, but still is deviating with nothing but their fists.
Brawling
You have trained in the way of hand to hand combat. You have disadvantage with weapons, but your unarmed strikes become much more efficient. While not raging your unarmed strike is 1d4 bludgeoning damage + strength. While raging your damage changes from 1d4 to 1d6 at third level, 1d8 at sixth level, 1d10 at tenth level, and 1d12 at fourteenth level.
Once you reach sixth level once per turn you can use one of these brawler abilities as a bonus action:
Improvised Dodge: You prepare yourself for the incoming attacks. If someone attacks you can make an opposed acrobatics check against their attack roll to dodge.
Block: Roll 1d4 and add it to your AC
Counter: When an opponent makes a melee attack on you it instantly hits, however you can make an attack against them as a reaction.
Overwhelming Blows
You punch with such force your opponents are overwhelmed by your strikes. Your unarmed strikes overwhelm and counteract all resistences. For the sake of confusion they tecnically count as "magic"
Bone Shattering Blow
You punch with such force you break the bones of your opponent. Instead of taking your second attack you can use this ability to stun your opponent.
Incredible Force
You punch with so much force your destructive to the terrain around you. If an opponent is against a wall you can smash them through it and deal an aditional bludgeoning 1d6 damage.
Explosive Blow
You punch with such explosive blows you send foes flying. before you make your attacks you can deem them as explosive blows and when you do after you do your damage calculation you can send your opponent flying away from you 5 ft every 10 damage dealt. If they impact with a wall it deals an additional 1d6 bludgeoning damage and they are stunned.
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