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5e Path of the Fist WIP

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  1. Path of the Fist
  2.  
  3. Those who follow the path of the fist have undergone rigorous meditation which honed their rage into a highly focused state
  4. and use it to their advantage even while not raging, ignoring weapons which can break or be lost and choosing instead to fight
  5. with their own body and the surroundings as their weapon. This approach to fighting is akin to the Monks of other cultures;
  6. Barbarians who follow the Way of the Fist however are often self taught, meditating alone in the wilderness and hunting game
  7. with nothing but their own hands and as such lack the formal training to use Ki strikes. Path of the Fist Barbarians fight
  8. with the vicious ferocity of a wild animal, substituting the disciplined and precise approach to combat used by Monks with
  9. a wild, unpredictable fighting style and brute force.
  10.  
  11. 3RD LEVEL-
  12. Starting when you choose this path at Level 3, you enter a state of extreme focus when you rage
  13. where the world seems to move slowly.
  14.  
  15. Enhanced Focus
  16. While raging, your DEX equals your STR unless it's normally higher.
  17.  
  18. Focused Strikes
  19.  
  20. When you make an Unarmed Attack while raging and holding no weapons or shield against a creature up to one size larger than you, you can slam an enemy with all your weight and follow through with the attack, dealing less damage but knocking them back and potentially knocking them prone. On a hit, the enemy takes one damage die lower than a normal Unarmed Attack, starting at 1d4 at level 3 and increasing to 1d6 at level 5, and are knocked back up to 15 feet if you choose. In addition, they make a CON save to
  21. avoid being knocked prone equal to 8+ your Proficiency bonus+ your STR mod.
  22.  
  23. The size of the target increases to 2 sizes larger than you at 10th level.
  24.  
  25. Deflect Missiles
  26.  
  27. If you are holding no weapons or shield, you can use your reaction to deflect or catch the missile when you are
  28. hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10+your Dexterity
  29. Modifier+your Barbarian level. If you reduce the damage to 0, you can catch the missile if it's small enough to hold
  30. in one hand and you have at least one hand free. If you catch the missile this way while raging, you can make a ranged
  31. attack with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with
  32. proficiency regardless of your weapon proficiencies. The range of this attack is 20/60.
  33.  
  34. Unarmed Movement
  35. Starting at 3rd level, your speed increases by 10 feet while you are not wearing
  36. armor or wielding a shield or weapon. (This includes Improvised Weapons that are
  37. larger than 1 square foot or heavier than 10 lbs)
  38. This bonus increases when you reach certain Barbarian
  39. levels, as shown in the Unarmed Movement table.
  40. At 9th level, you gain the ability to move along vertical
  41. surfaces and liquid shallower than 5 feet on your turn without falling during the move
  42. Unlike a Monk, you power through liquid rather than running atop it and will become
  43. soaked in whatever liquid it is.
  44.  
  45. Unarmed Movement table-
  46. 3rd-9th: 10 feet
  47. 11th-18th: 15 feet
  48. 19th-20th: 20 feet
  49.  
  50.  
  51. Strength of Stone
  52.  
  53. Starting when you choose this path at Level 3, you gain the Brutal Martial Arts style.
  54.  
  55. Brutal Martial Arts:
  56. At 3rd level, your practice of martial arts gives you
  57. mastery of combat styles that use unarmed strikes.
  58. You gain the following benefits while you are unarmed
  59. or only wielding Improvised weapons and you aren't wearing
  60. armor or wielding a shield:
  61.  
  62. You can roll a d6 in place of the normal damage
  63. of your unarmed strike. This die changes as you gain
  64. barbarian levels, as shown in the Brutal Martial Arts
  65. table. When you use the Attack action with an unarmed
  66. strike or an improvised weapon on your turn, you
  67. can make one unarmed strike as a bonus action.
  68.  
  69. Brutal Martial Arts Unarmed Damage Table-
  70. Level 1-4: 1d6
  71. Level 5-11: 1d8
  72. Level 12-16: 1d10
  73. Level 17-20: 1d12
  74.  
  75.  
  76. Stone Stomach
  77.  
  78. Your time in the wilderness hunting game without fire has made you
  79. accustomed to eating raw game and unusual plants- you won't get sick from
  80. eating uncooked food if it's not rotten and can get enough nutrition from
  81. usually non-edible plants to avoid exhaustion when you eat some, however
  82. this can only sustain you for a few days at most.
  83.  
  84.  
  85. 6TH LEVEL-
  86.  
  87. Retaliation
  88. While raging and wielding no weapon or armor, when an enemy attack misses your AC by 5 or more,
  89. you can exploit the opening in their guard and make an Unarmed Opportunity Attack using your reaction.
  90.  
  91. Strength of Iron
  92.  
  93. Iron Fists
  94. You can use Focused Strike once per turn while not raging and you gain a +2 to AC if
  95. wearing no armor or shield and have at least one hand free.
  96.  
  97. In addition, your fists are hard enough to damage even steel and are treated as a Portable Ram when trying
  98. to break objects not being worn or carried. When doing so, you gain a +4 bonus on the
  99. Strength check. (You don't gain the normal Portable Ram bonus from another person helping you
  100. with this action)
  101.  
  102. Iron Body
  103. Starting at 6th level, while raging you take half damage from all sources
  104. if holding no weapons or shield. Beginning at 6th level, you can use
  105. your reaction when you fall to reduce any falling damage you take by an
  106. amount equal to five times your Barbarian level.
  107.  
  108. Cold Iron Strikes
  109. Starting at 6th level, your unarmed strikes count as
  110. magical for the purpose of overcoming resistance and
  111. immunity to nonmagical attacks and damage.
  112.  
  113.  
  114. 10TH LEVEL-
  115.  
  116. Strength of Steel
  117.  
  118. Steel Fist
  119.  
  120. Your fists have become hard as steel, and can deliver
  121. devastating blows. You gain the following benefits
  122. when holding no weapons or shield: On your turn, when
  123. you score a critical hit with an unarmed Strike or reduce
  124. a creature to O hit points with one, you can make one
  125. Unarmed Strike as a bonus action. Before you make a melee
  126. attack with an Unarmed Strike if both hands are free,
  127. you can choose to take a -5 penalty to the attack roll.
  128. If the attack hits, you add +10 to the attack's damage.
  129.  
  130.  
  131. Steel Body
  132.  
  133. At 10th level, your inhuman strength lets you shrug off
  134. certain area effects, such as a blue dragon's lightning
  135. breath or a fireball spell. When you are subjected to
  136. an effect that allows you to make a Dexterity saving
  137. throw to take only half damage, you instead take
  138. no damage if you succeed on the saving throw,
  139. and only half damage if you fail.
  140. You also become immune to Disease and Poison.
  141.  
  142. Steel Mind
  143. Starting at 10th level, you can use your action to end one
  144. effect on yourself that is causing you to be charmed or frightened.
  145.  
  146.  
  147. 14TH LEVEL-
  148.  
  149. Extreme Focus
  150.  
  151. At 14th level, you double your Proficiency bonus for Perception checks.
  152. You gain Proficiency in Wisdom saves and know if a creature or spell is trying to influence your mind.
  153. If the creature or spell is within 80 feet and obscured by cover such as a crowd, darkness, or foliage,
  154. or a spell such as Invisibility, you can identify it's location with a successful DC15 Perception check; If
  155. they are alone and not hidden, you know their location or the location of the spell or item causing the effect.
  156. While raging, you can make a Wisdom (Perception) check once during another creature's turn.
  157. You cannot use this ability again until after your next turn.
  158.  
  159. Strength of Adamantium
  160.  
  161. Adamantium Fist
  162. Beginning at Level 14, you can attack 3 times instead of 2
  163. when you take the Attack action on your turn.
  164.  
  165. Adamantium Body
  166. While you are wearing no armor, bludgeoning,
  167. piercing, and slashing damage that you take is reduced by 3.
  168.  
  169. At 14th level, your link to stone has become strong enough that
  170. you suffer none of the frailty of old age, and you can't
  171. be aged magically. You can still die of old age, however.
  172. In addition, you can go for extreme lengths with no food or
  173. water, up to 10 days without water and 30 days without food
  174. before suffering from Exhaustion.
  175. At level 20 Your ties to metal have grown strong enough that you
  176. become immune to the ravages of time; your body stops
  177. aging at 55 and you do not need to eat or drink, however you
  178. still get hungry and thirsty.
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