Barbarian
Base Class: Barbarian

The pulsing hands of the Scarlet Fist Barbarian burn with primal force. This primal force grants them unarmed prowess alongside unique abilities gained from their searing blood. 

Scarlet Fists

At 3rd level, your unarmed strikes use a d8 for damage. This die changes as you gain levels in this path, as shown in the Scarlet Fist Die Table.

When you use the attack action to make an unarmed strike, you can make one unarmed strike as a bonus action.

Furthermore, when making an unarmed strike, you can chose between bludgeoning and piercing damage type for each hit.

Scarlet Fist Die Table
Level    |    3-6    |     d8
Level    |   7-11   |    d10
Level    |  12-20  |    d12

Infused Strikes

You're learning to infuse your strikes with the energy within your fists. Starting at level 6, your fists count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

Burning Surge

Starting at 6th level, you've learned to surge the power your fists contain. You can activate each Burning Surge only once per rage and only one Burning Surge per turn.

Invigorate:
Your blood-soaked fists revitalize you. At the end of your turn, heal for the total damage you did to all enemies that turn.

Piercing Plunge:
When you hit a creature with an unarmed strike, you can make it a piercing plunge, setting the damage type to piercing and making the creature vulnerable to this one attack.

Overwhelming Blow:
When you hit a creature with an unarmed strike, you can make it an overwhelming blow, setting the damage type to bludgeoning and pushing the creature back 15ft or knocking them prone (your choice). The target must succeed on a Strength saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus).

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Searing Body

What was once a force flowing throw your fists has fully enveloped yourself. At level 10, you gain these benefits:

You have resistance to poison damage.
You are immune to disease.
You may grapple an enemy up to two sizes larger than you.

Scarlet Flare

At level 10, you've also learned to surge your blood into your fists to light up the darkness. You can use an action to light up your fists as the light cantrip, with a red (or characters blood color) hue. The effect lasts an hour and can be dismissed as an action. 

This ability can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Rising Fury

At 14th level, your unarmed attacks are lethal, especially in succession. When you land two successful unarmed attacks on any enemy target, the roll needed for a critical hit reduces by one. You can only reduce the roll needed for a critical hit by a maximum number equal to your proficiency bonus. 

This resets if you meet any of the following criteria:
You miss any attack.
Combat ends.
Your rage ends.
You land a critical hit.

Total Surge

At level 14, you've learned the final burning surge technique. You can fully unleash the searing force welling up in your fists. When you use your attack action to hit a creature with an unarmed strike, you may chose to expend your bonus action and unleash the Total Surge.
Total Surge replaces your unarmed strikes damage with that of a level 5 fireball that erupts once your strike makes contact with the enemy.

This is a Burning Surge technique and follows all such rules.

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