Base Class: Barbarian
Though weapons can improve ones lethality in battle, there is a certain thrill to ripping your opponents apart with your bare hands. You specialize in bloodthirsty brutality, preferring to kill with your hands instead of slowing yourself with a heavy weapon.
Ripper
There's blood on your hands, and you like it that way. You have proficiency with unarmed strikes, which deal an additional 1d6 of damage. This increases to 1d8 at 7th level, 1d10 at 15th and 1d12 at 18th. Additionally, when you are in a rage and wielding no weapons, you can add proficiency to any unarmed hostile action, such as grappling or shoving, and can use your bonus action to make an additional attack.
Back Off
When you enter a rage, starting at 3rd level, all enemies within 5 feet of you are pushed back 10 feet, taking bludgeoning damage equal to your Strength modifier + 1. If there are at least 3 hostile creatures within 5 feet of you, this may be repeated as an action a number of times equal to your Constitution modifier.
Bleeding Strike
Beginning at 6th level, your blows are better than weapons. Whenever you score a critical strike while raging and unarmed, the blow causes internal bleeding that deals damage equal to half your Barbarian level rounded down at the start of the targeted creature's turn. This effect cannot be healed except by a Cure Wounds or similar targeted healing spell.
Disrespectful Smash
Beginning at 10th level, when you successfully grapple a creature of your size or smaller, you may pull them from the ground and use them as a weapon. When you attack another creature in this manner, you deal equal damage to both creatures equal to your unarmed strike damage as granted by Ripper. If using a creature of equal size to you who is conscious, your attacks are at disadvantage. You must be unarmed to use this feature, and a conscious creature may continue to attempt to break the grapple as normal.
Thanks, But No
Starting at 14th level, when an enemy rolls a successful melee attacks against you or another creature within 10 feet of you, you can use your reaction to catch the weapon. You make an unarmed attack roll against the opponent. If it is higher than their attack, you catch the opponent's weapon, preventing the attack from striking. The opponent still rolls damage, but it is instead restored to you as hit points. Whether your catch succeeds or fails, you cannot attempt it again until you've completed a long rest.
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