Base Class: Barbarian
Whether raised on the streets, or acting out against a structured lifestyle you were forced into from a young age, there is always the option to go down the path of wayward fisticuffs. Like the strong men of old, your proficiency lies in speaking with your fists. Now learning to tap into your anger as well, you are one busted bar stool away from throwing down at all times.
Improved Unarmed Strike
You've trained for years so that the only weapon you would ever need are the ones attached to your wrists. When choosing this path at 3rd level your unarmed strikes deal 1d4 + your strength modifier for damage. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 16th level.
Functionality Disclaimer: I couldn't for the life of me figure out a good way to get the unarmed strikes to scale properly. Without adding in extra modifiers at odd levels for the Barbarian, I ended up using the options tool. You just need to choose the next Improved Unarmed Strike in the character builder when you reach the level it scales up at.
Improved Unarmed Strike - 1d10
Your unarmed strike deals 1d10 + your strength modifier in bludgeoning damage.
Improved Unarmed Strike - 1d4
Your unarmed strike deals 1d4 + your strength modifier in bludgeoning damage.
Improved Unarmed Strike - 1d6
Your unarmed strike deals 1d6 + your strength modifier in bludgeoning damage.
Improved Unarmed Strike - 1d8
Your unarmed strike deals 1d8 + your strength modifier in bludgeoning damage.
Wild Haymaker
Sometimes you just need to go for broke. At 3rd level you gain the ability to throw a Wild Haymaker. Using your bonus action you can take an unarmed strike at an enemy within range at disadvantage. If you manage to land the blow, you deal max dice damage.
Iron Jaw
You've been in A LOT of scraps. So many that people have started calling you "Iron Jaw" in the pit. Once you reach 3rd level your hit points start to reflect that unyielding toughness. You get one (1) additional hit point for each level you take in this class.
Retort
One simple rule of street fights, when you get hit, you hit back harder. Your split second reaction time means your enemies will think twice before taking a swing at you. Once at 6th level, when you get hit with a melee attack you can use your reaction to throw a "Wild Haymaker" at the target that hit you as long as they are in range.
Fisticuffs
You've been in a lot of fights with everything from ghosts to devils to elementals to ********. This experience aides in your attacks. At 6th level your unarmed attacks are considered magical for the sake of bypassing magical resistances.
Against All Odds
You might not be the biggest dog in the fight but your bite is absolutely the baddest. At 6th level when you square up and make an unarmed strike against an enemy that is at least 1 size larger than you, you can re-roll any 1's on your damage dice 1 time. You must use the new roll.
Made of Stronger Stuff
You don't go down often, but when you do it isn't for long. At 10th level when you drop unconscious, you only need to succeed on 2 death saving throws in order to stabilize. In addition, when you stabilize on your own without the aide of others, you regain consciousness with hit points equal to your barbarian level instead of staying unconscious.
One More for Good Measure
Your strength and precis... okay well your strength has made you a force to be reckoned with. Reaching 10th level allows you to make an additional unarmed strike when you take the attack action to make unarmed strikes.
Unrelenting Flurry
Landing blow after blow after blow will leave even the toughest opponent in a daze. At 14th level if you manage to land all 4 of your strikes from your attack action and your "Wild Haymaker" bonus action, it will leave your enemy in a stupor. They must make a Constitution Saving Throw against your save DC (8 + Your Proficiency Bonus + Your Strength Modifier) or be Stunned until the beginning of your next turn.
A Little Extra Moxie
Sometimes the best course of action is using your fists. Okay, MOST of the time that's the right move. You've been through so many scraps that you know right where to hit and how hard. Once you've reached 14th level your unarmed strikes bypass resistance to magical and non-magical bludgeoning damage.
Shattering Blow
You can muster all of your strength to shatter your opponent's defenses... literally. At 14th level you can use your action to land a blow so powerful you Disintegrate the target within your melee range.
This use of the Disintegrate spell can be used while Raging and without the standard Verbal and Material components as you aren't actually using the spell. You're creating the effects and outcome of it with brute force alone. The Dexterity Save DC is 8 + Your Proficiency Bonus + Your Strength Modifier. You can use this feature once per short or long rest.
Previous Versions
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3/14/2020 4:15:25 PM
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Posted Dec 25, 2023JK
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Posted Dec 25, 2023YOIR MOM