Path of the Clenched Fist

While the majority of barbarians use weapons such as axes and greatswords, some prefer to get up close and personal, relying on nothing but their own bulk. The Path of the Clenched Fist is a path of brute force and sheer strength. You have a very powerful build that you use to your advantage, allowing you to overpower anything that crosses your path.

Certain Path of the Clenched Fist abilities require a saving throw as part of their effect. The save DC for these saving throws is calculated as follows.

Clenched Fist save DC = 8 + your proficiency bonus + your Strength modifier

Fists of Steel

At 3rd level you can roll a d4 in place of the normal damage of your unarmed strikes. The value of this die increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

While you're unarmed, you can use your bonus action to make an unarmed strike. You may use a shield aned still retain this benefit.

You can add your rage bonus to your unarmed strikes.

Herculean Endurance

At 6th level, your bulk and musculature grant you a +1 bonus to your AC.

Also, while standing, you cannot be pushed or pulled against your will by effects such as those from a thunderclap spell or a warlock's repelling blast.

Hurl

At 10th level you can use your action to throw a creature you have grappled up to 20 feet in any direction, landing in a prone position. The creature can make a Strength saving throw to avoid being thrown. Alternatively, you can grab and throw a solid object that weighs no more than 300 pounds.

If the thrown object or creature would strike another creature, that creature must succeed on a Dexterity saving throw or be struck. The target and anything it strikes take 2d10 bludgeoning damage. You may add your rage bonus to this damage wile raging.

Lights Out

At 14th level, you use your action to forcefully slam a creature you have grappled. The grappled creature must succeed on a Strength saving throw or take 2d10 bludgeoning damage and fall unconscious for one minute. On success, the creature takes half as much damage and does not fall unconscious.

The unconscious creature makes a Constitution saving throw each time it takes damage or if someone uses their action to shake or slap the creature awake. On a successful save the creature regains consciousness, ending the condition on itself.