Path of the Pummeler (5e Subclass)

Path of the Pummeler


Throughout the various worlds that exist, some Barbarians have tapped into a deeper form of rage than most. Barbarians who follow the Path of the Pummeler exhibit skills and abilities that Monks and other scholars who study the unique art of Ki believe to be a crude, if effective, tapping into that wellspring of bodily perfection. Other scholars, and some of these Barbarians themselves, instead claim that their incredible strength was inherited from Giants, Titans, or blessed upon them by a God of Strength, Battle, or War, these mighty boons helping to show pure strength. However the case may be, whether trained to hone this power or unknowingly empowered from it, and however the power comes to the barbarian, everyone who witnesses them in battle can agree that these Barbarians show a power unlike any of their kin.

Strongman's Might

You exhibit a strength few others can match. At 3rd level, you may add your proficiency bonus to any Strength check not already benefitting from proficiency. In addition, while you are raging, if you succeed of a Strength ability check or a Strength saving throw on your turn, and your rage would end early due to not attacking a hostile creature or taking damage that turn, your rage instead does not end early.

Mighty Defense

Starting when you choose this path at 3rd level, your sheer brawn helps deflect attacks. While benefiting from the Unarmored Defense feature that you gained as a Barbarian, you may use your Strength modifier in place of your Dexterity modifier when calculating your Armor Class. However, if your Dexterity has a negative modifier, you must add the modifier to the total.
Or: 10 + Dex + Con ==> 10 + Str + Con (+ Dex if negative)

Pummeling Strikes

At 3rd level, you may use your Unarmed Strikes to make Pummeling Strikes. Pummeling Strikes are made with your fists only, and they deal Bludgeoning damage equal to 1d6 + your Strength Modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
While raging, your fury fuels your Pummeling Strikes to be more deadly: your Pummeling Strikes now normally use a d8, or a d10 if you aren't holding weapons or a shield.

Furious Offense

At 6th level, your punches can break through even the toughest defenses. Your Pummeling Strikes count as magical for the purpose of overcoming resistance or immunity to nonmagical bludgeoning damage.
Additionally, you've learned how to put in enough force to make your Pummeling Strikes as strong as they can be - for now. The die used for your Pummeling Strikes is now d8/d10, or a d10/d12 when raging.

Peak Performance

The abilities of your body have grown to athletic peaks few can ever achieve. At 10th level, your walking speed increases by an additional 5 ft. if you're not wearing heavy armor, you gain a climbing and a swimming speed equal to your walking speed, and making a long or high jump without moving at least 10 feet no longer halves your jump distance. Additionally, you may take the Dash action as a Bonus action on your turn.

Legendary Strikes

At the apex of this path, you have broken the limits of just potent your fists can be. At 14th level, you add half of your proficiency bonus to the attack rolls and damage rolls of your Pummeling Strikes.


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gollark: Nice idea.
gollark: I mean, if you run it again you should get assigned the SAME address.
gollark: No.
gollark: It should work the same if you run it again.
gollark: But I was also thinking that ++tel setup should be idempotent.
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