Brawler - Barbarian

Most warriors rely on magic or blade to overcome their challenges. Though there are some out there who do not succumb to this cowardice, they are rare. It is not an art, nor is it something taught, this is a skill only learned from experience. Barbarians who follow this path forsake the futility of weapons, and rely on their own raw power to beat down their foes.

Primal Strength

At level 3, you learn of the irrelevancy of modern weapons, and that all you need is what you were made with. Your unarmed strike damage increases to 1d4 if you are completely unarmed, and do not have a shield. This damage increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17. You also may use your bonus action to make another unarmed strike when you take the attack action.

In addition; for you Unarmored Defense trait, instead of using your Dexterity and Constitution modifiers for your armor class, you instead use your Strength and Constitution modifiers as you realize the impenetrable strength of your body.

Mountain's Grasp

At level 6, your grip becomes comparable to that of being stuck between a boulder and the earth itself. Creatures grappled by you have disadvantage on escaping your grapple, and if they were to be teleported out of your grip, you may make a strength check vs a check of either their spellcasting ability or a strength check (the grappled's choice) as a reaction. On a success, the teleport is wasted, and they stay trapped in your grapple. On a fail,they teleport out of your grip normally. If you are unwillfully moved or knocked prone, your grapple does not end, but the grappled may make another attempt to escape your grapple as a reaction.

Unyielding Strength

Starting at level 10, while grappling a creature you may call out an unarmed attack before the attack roll to have a -5 modifier to the attack roll and be an automatic critical hit if the attack hits, as your grip tightens like that of a mountain. You may use this feature a number equivalent to your Strength modifier per short rest.

Furthermore as a reaction, you may reduce physical damage on yourself by a number equaling your unarmed strike die a number of times the same as your Constitution modifier. This number resets on a short rest.

Finally, your unarmed strikes count as magical for overcoming resistances.

Helping Hand

At 14th level while raging, you may use an action to attempt to hoist a living creature you are grappling. As part of this action you make another grapple check, with both you and the grappled target unable to gain advantage or disadvantage on the rolls.

On a successful check, you grab the target in a way that allows you to use their body as a weapon. Your movement speed returns to normal, your unarmed damage increases by one die,the opposing creature cannot take any bonus actions, can only use their reaction to attempt a grapple check when the criteria for Mountain's Grasp is met, and may only use their action to attempt a grapple check, and attacks made to other creatures while grappling them in this way does damage to both the target, and the creature you are grappling.

The target loses the disadvantage on opposing checks on escaping your grip, and may make a check to escape your grapple at the end of the round as well as on their action. If the grappled target dies or is knocked unconscious because of this feature, you drop the creature's body as it is too mangled and broken to do anything significant to any opposing foe. If your rage ends early, you and the grappled target return to a normal grapple state.