Path of the Yaban

Many barbarians are vicious and uncoordinated in their rage, with their tactics being only swing, smash or stab. Being a barbarian who walks the Path of the Yaban means having a method to your rage, having blissful clarity through battle and immense martial power. When creating a barbarian of the Yaban, you must ask yourself, why would my character decide on this path instead of a more brutal path? Perhaps your barbarian finds their rage to be a meditative state or was raised in a monastery.

Brutal Fists

When you choose this Primal Path at 3rd level, you learn how to place your punches with greater power. You gain the Unarmed Fighting fighting style. At 14th level, the damage increases to 1d8 one-handed and 1d10 two-handed. Your unarmed strikes are considered melee weapons for the purposes of barbarian class features and have the siege property.

Ki

Also at 3rd level, you have began harnessing the mystical force of ki. Your access to this energy is represented by ki points. You have ki points equal to two-thirds your barbarian level (rounded down), which you can use to fuel your Path of the Yaban features.

You know three such techniques, which are listed below. Some of your ki features require a saving throw to resist the features effects. The saving throw DC for your ki features is calculated as follows:

Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier.

When your rage is about to end because you haven't taken damage or attacked a hostile creature since your last turn, you may spend 1 ki point to continue raging until the start of your next turn.

Intuitive Strike

As a bonus action, you may spend 1 ki point to make an unarmed strike against a creature that you can see within reach. The amount of unarmed attacks granted by this feature increases to two at 9th level.

Boulder's Momentum

If you have moved at least half of your movement this turn, you may use your bonus action and spend 1 ki to move 20ft in a line. You may choose to move through creatures of Small or smaller size, but you do not provoke opportunity Attacks. If you are stopped during this movement, both whatever stopped you takes bludegoning damage equal to your Rage Damage, which is treated as if it had the siege property.

Moment of Clarity

At 6th level, your rage has become a near-meditative state for you. When you are raging, you are immune frightening effects and if you rage when you are frightened, you ignore it until your rage ends. Additionally, while raging, you can spend 2 ki to cure yourself of the blinded, deafened or incapacitated conditions. At 14th level, you can cure yourself of the stunned and poisoned conditions. Lastly, your clarity guides your strikes through your foes defenses. Your unarmed strikes are considered magical for the purposes of overcoming resistence and immunity to non-magical damage.

Style Strike

At 10th level, you have learned how to perform powerful unarmed attacks. Whenever you use your Intuitive Strike feature, you may replace one attack given with a Style Strike, which are considered unarmed strikes. You may choose three Style Strikes to learn now and another at 14th level. Style Strikes are listed below and on page 2.

Might of the Mind

At 14th level, you have honed your mind to keep your alive at all costs. You gain proficiency with Wisdom saving throws and whenever you fail your saving throw for Relentless Rage, you can spend 3 ki to succeed instead.

Style Strikes

Below are the options for the Path of the Yaban's 10th level feature. Keep in mind: you use the damage from your Brutal Fists feature and you can add Rage Damage to any Style Strike. Some Style Strikes have a property called Follow Up, which means that you may replace the other unarmed strike granted by Intuitive Strike with a Style Strike.

Disorienting Jab. You strike a creature you can see within reach with a quick strike. On a hit, you do not deal your normal unarmed strike damage. Instead, you deal 1d4 + your Strength modifier bludgeoning damage and your next attack against the creature you attacked has advantage. This Style Strike has the Follow Up property.

Headbutt. You slam your head into a sensitive area of a creature you can see within 5ft of you. You must an attack roll. On a hit, you and the creature suffer 1d10 bludgeoning damage must make a Constitution saving throw or be incapacitated until the start of your next turn. If you are raging, you automatically succeed the on the saving throw. If the creature is immune to critical hits, it cannot be affected by this Style Strike.

Jumpkick. You leap as if you had met the prerequisites for a long jump. If you reach a creature, they must make a Strength saving throw against your ki save DC. On a failure, they are knocked prone and take bludgeoning damage equal to your unarmed strike damage die. On either a success or failure, you land in a square adjacent to your target.