Mind Games
When you choose this path at 3rd level, you become
proficient in the Insight and Deception skills if you are
not already.
Meat Hooks
Also at 3rd level, your unarmed strikes become a d4, and
you are proficient with improvised weapons, and you
deal no less than 1d6 with them.
You also dedicate your rage to getting up close and
personal with your opponents. While raging and not
holding a melee weapon, you gain the following benefits:
- Your unarmed strikes become a d6.
- When you take the Attack action using your unarmed strikes, you can use your bonus action to make one additional unarmed strike.
- Once on your turn when you make an unarmed strike, you can declare you are performing your signature move. If you hit, the attack deals additional damage equal to your Dexterity modifier (minimum: 1).
Perfect Timing
Starting at 6th level, you gain the following abilities
while raging:
- Your unarmed strikes you count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
- Counterpunch. If a creature within your reach makes a melee attack against you or attempts to grapple you and you are not holding a melee weapon, you can use your reaction to immediately make an unarmed strike against them. If you hit, the creature must make its attack roll or Strength (Athletics) check at disadvantage. You can make a number of counterpunches equal to your Dexterity modifier each time you rage (minimum: 1).
- Gloat. When a creature misses you with an attack, you can use your reaction to gloat, making an opposed Charisma (Intimidation) check against your attacker’s Wisdom (Insight). The target must be able to see or hear you. If you win the contest, you have advantage on the first attack you make against that creature on your next turn.
Head Butt
At 10th level, while in a rage, you can use your action to
head butt. Make an unarmed strike against a creature no
more than one size category larger than you. If it hits, the
target takes additional bludgeoning damage equal to half
your barbarian level, and you take half the amount as
psychic damage. The creature must succeed a
Constitution saving throw DC 8 + your proficiency bonus
+ your Strength modifier or be stunned until the end of
your next turn. Creatures repeat their saving throw at the
start of each of their turns, ending the effect on a
success. Once you hit a creature with a head butt, you
must complete a short rest before you attempt another.
Head butt attacks are ineligible to declare as your
signature move.
The Greatest
At 14th level, you can perform two signature moves on
your turn, and your unarmed strikes overcome
resistance to bludgeoning damage.
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