Path of the Fist (5e Subclass)
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Path of the Fist
Some warriors are never happier than when they are slugging it out in the thick of the fray. Weapons are well and good but a true bruiser only really needs two good fists.
- Powerful Blows
When you choose this path at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strikes. This die changes to a d8 when you are raging and you gain one bonus attack. Additionally your physical prowess gains you Expertise with Strength (Athletics) checks.
If the DM allows fist weapons (cestus, katar, spiked gauntlet, tiger claws, etc.), use the best damage die with the damage type/properties of the weapon.
- Knock About
Starting at 6th level, you have learned the best ways of pushing foes around. When using the shove action you can throw the enemy 5 feet in any direction (not just away from you). If they collide with an immovable object, the thrown adversary takes damage equal to your unarmed strike. If they land on another creature or movable object then the damage is split between the thrown and the impacted creature or object. Any creatures damaged in this maneuver are knocked prone.
- Overwhelming Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Adrenaline Surge
Starting at 10th level, you have the strength of will to push through the pain. Once per rage, you can use your bonus action to spend up to half your hit dice to gain temporary hit points. These temporary hit points fade away when your rage ends.
- Hammer Fists
Starting at 14th level, you know just where to hit a foe you have sent reeling. Any time you successfully make an unarmed strike against a grappled or prone foe, you do critical damage and the target must succeed on a Constitution saving throw, DC equal to the damage taken, or be stunned until the end of your next turn.