Base Class: Barbarian
Most barbarians are known for their large weapons, heavy blows, and quick temper. But there are other barbarians who choose to take a path in which they focus on delivering deadly punches to preserve their people and freedom. These barbarians, also known as heroes, develop their own fighting style and therefore always find a way to defeat their opponents. They are at their strongest point when they are at their lowest point.
Hero’s Fist
Starting when you take this path at 3rd level, your unarmed strikes deal bludgeoning damage equal to 1d8 + your strength modifier. While you are raging, you gain the following feature:
- You add your rage bonus to both your attack and damage rolls for your unarmed strikes. This damage increases as you gain levels in this class, as shown in the Rage Damage column of the Barbarian table.
Starting at 6th level, your unarmed attacks counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Indomitable Spirit
Starting at 6th level, with your Indomitable Spirit, you have advantage on making saving throws against being charmed, frightened, or paralyzed. Whenever you succeed on a saving throw against being frightened, you can use your reaction to try and frighten the creature that forced you to make that saving throw. That creature has to make a Wisdom saving throw against a save DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, they are frightened until the end of their next turn.
Signature Move
Starting at 10th level, you have created a signature move for yourself. This signature move counts as an attack, this attack is unarmed and has one extra effect you choose when you reach 10th level. You can choose from the following effects:
- Before you attack, you can dash for free. If you dash more than 30 feet your attack deals additional bludgeoning damage equal to your barbarian level plus your Strength and Dexterity modifiers.
- Before you attack, make an Athletics check. You make a standing high jump and add the total of the Athletics check to your jump’s height. You then dash down and deal an additional 1d4 bludgeoning damage. If you reach a point 15 feet above your target, you instead deal an additional 2d4 bludgeoning damage. Every creature of your choice within 5ft of your target must make a Dexterity saving throw (DC equals 8 + proficiency + your Strength modifier) or take half the total damage rolled.
- When you attack, you deal an extra 1d8 bludgeoning damage and the next time you take damage it is reduced by the total damage of this attack.
- When you attack, you can make an extra attack that deals bludgeoning damage equal to 1d6 + your Strength modifier.
- When you attack, you deal an additional 3d8 fire, lightning, or cold damage.
You can use this feature a number of times equal to your Strength modifier (with a minimum of once). You regain any expended uses when you finish a short or long rest.
Additionally your unarmed strikes score a critical hit on a roll on 19 or 20.
Bolster
When you attack, you deal an extra 1d8 bludgeoning damage and the next time you take damage it is reduced by the total damage of this attack.
Combo
When you attack, you can make an extra attack that deals bludgeoning damage equal to 1d6 + your Strength modifier.
Dash
Before you attack, you can dash for free. If you dash more than 30 feet your attack deals additional bludgeoning damage equal to your barbarian level plus your Strength and Dexterity modifiers.
Element
When you attack, you deal an additional 3d8 fire, lightning, or cold damage.
Leap
Before you attack, make an Athletics check. You make a standing high jump and add the total of the Athletics check to your jump’s height. You then dash down and deal an additional 1d4 bludgeoning damage. If you reach a point 15 feet above your target, you instead deal an additional 2d4 bludgeoning damage. Every creature of your choice within 5ft of your target must make a Dexterity saving throw (DC equals 8 + proficiency + your Strength modifier) or take half the total damage rolled.
One for All
Starting at 14th level, whenever you enter your rage or use your signature move all allies within 15 feet of you gain the following benefits for 1 minute:
- They gain temporary hit points equal to half your barbarian level (rounded down) + your Constitution modifier.
- Advantage on saving throws against being Charmed, Frightened, and Paralyzed
Additionally when you are below 1/4th of your maximum hit points (rounded down), your signature move deals maximum damage or the temporary hit points you receive are doubled.
At 18th level, the range of One for All increases to 30 feet and you gain the additional benefits when you are below 1/2 your maximum hit points.
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