Path of the Fist (5e Subclass)

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Path of the Fist[edit]

Barbarian Path

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, your Unarmed strikes can use a 1d6 for damage. This increases to 1d8 when you are raging. Also, when you take the attack action and make at least one unarmed strike, grapple attempt, or shove attempt, you can make one unarmed strike as a bonus action. Additionally your physical prowess grants 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 a direction of your choice. 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 way 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 and roll them to gain temporary hit points equal to twice the result. 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, and you have advantage, you score a critical hit. The target must succeed on a Constitution saving throw, with a DC equal to 10 or half the damage taken, whichever is higher, or be stunned until the start of your next turn.

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