Path of the Yokozuna

Equal parts brutal chaos and carefully controlled ritual, the rikishi train for years to build their bodies and improve their craft. What people may call "a rage" in reality is a intended explosive power that the rikishi have mastered, being able to subdue and slam down their opponents with ease.

Hands of the Rikishi

At 3rd level, your hands are the equal of any weapon, and you can exploit their power to deadly effect. While you aren't wielding a shield, you can use your fists to make bonebreaking strikes, which count as natural melee weapons you're proficient with. When you hit with a bonebreaking strike, the target takes bludgeoning damage equal to 1d12 + your Strength modifier.

Strong Grasp

At 3rd level, your big hands can quickly take hold of an opponent. Once on your turn, if you hit a creature with your unarmed strike while you are raging, you can immediately attempt to grapple it.

Power of the Rikishi

At 6th level, when you are raging, your bonebreaking strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Hatakikomi

At 6th level, you can dodge your opponents charge and slap them down. Whenever a creature misses you with a melee attack, you can use your reaction to force them to make a Strength saving throw against your Yokozuna DC. On a failure, they are knocked prone.

Your Yokozuna DC is equal to 8 + your proficiency bonus + your Strength modifier.

Might of the Rikishi

Starting at 10th level, your reputable strength precedes you and has begun to equal court status. You can add your Strength modifier to Persuasion and Intimidation checks made against nobles and others of high social status.

You are also considered one size larger for the purposes of lifting, dragging, carrying and grappling.

Kotenage

At 14th level, you can leverage your entire body to crush your foes into the dirt, slamming them into the ground with all your might. As an action, you can force a creature you're grappling to make a Strength saving throw against your Yokozuna DC. On a failed save, the creature takes 5d12 bludgeoning damage, is knocked prone and stunned until the start of your next turn. On a successful save, the creature takes half as much damage and is knocked prone.

Once you use this feature, you can't do so again until you finish a short or long rest.