Barbarian, Path of the Fist v1.0

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Barbarian, Path of the Fist v.1.0

The purest manifestation of anger is a clenched fist, and the most effective warrior is one who turns their very body into a living weapon. Barbarians who walk this path take anger to a new level by tempering their rage with discipline and careful technique, without holding back the enormous fury behind each blow.

Martial Arts

At 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This increases to a d8 at 6th level, a d10 at 12th, and a d12 at 17th.

  • When you use the Attack action with only unarmed strikes, you can make one unarmed strike as a bonus action.

Creator's Note: Just as with the Unarmored Defense feature, Martial Arts features from different classes and archetypes do not stack with each other. You must use Martial Arts from one class or another.

Furious Blows

At 3rd level, you channel your anger into your fists and kicks. You may now add Rage Damage to your unarmed strikes.

Concussive Combo

At 3rd level, your combos are relentless and leave your foes dazed. On your turn, if you perform a successful Unarmed strike against a creature using your bonus action, the target's next attack before the beginning of your next turn is made with Disadvantage.

Get in Close

At 6th level, you have learned to turn an opponent's offensive into an opportunity. Whenever a creature that is one size larger than you or smaller hits you with a melee attack, you may use a reaction to attempt a Grapple against that creature.


At 6th level, your combat experience has left you resilient against concussive blows, traumatic effects, and grapples. You have Advantage on all Saving Throws against being Stunned, Frightened, or Restrained, and you have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to resist being Grappled.

Wind-Up Strike

Starting at 10th level, in combat, whenever you Ready an Attack, if this attack hits and is made with an unarmed strike, the enemy struck must succeed on a Constitution Saving Throw (DC = 8 + Your Proficiency Bonus + Your Strength modifier), or be Stunned until the end of their next turn.

Earthbreaker Fists

At 14th level, you are able to channel the entirety of your rage and force into your fists. Once per turn whenever you perform a successful unarmed strike, you may deal double damage to structures. You may use this feature a number of times equal to your Constitution modifier. You regain all uses of this feature after completing a short or long rest.

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