Path of the Behemoth

"Look at Behemoth, which I made along with you and which feeds on grass like an ox. What strength it has in its loins, what power in the muscles of its belly! Its tail sways like a cedar; the sinews of its thighs are close-knit. Its bones are tubes of bronze, its limbs like rods of iron. It ranks first among the works of God, yet its Maker can approach it with his sword."

–Job 40:15-19

Some barbarians shun any sort of weapon and armor, embracing a savage, primal fighting style that relies only on their hands, skin, and fury. Some are pit fighters who threw themselves into adventuring after finding freedom, others hail from primeval cultures which do not know metallurgy, and yet others simply consider themselves so strong it is the only way to give their opponents a fighting chance. Whatever the reason, these fierce warriors walk the Path of the Behemoth, and as their legend grows so does their power and their dimensions, unto those of the fabled beasts themselves.

Fists of Thunder

When you join this path at 3rd level, you become proficient with your unarmed strikes and improvised weapons. Your unarmed strikes use a d4 for damage. When you use the Attack action with an unarmed attack on your turn and are not using a shield, you can make one unarmed attack as a bonus action.

At 6th level, the damage of your unarmed strikes becomes a d6, and your unarmed strikes are considered magical for the purposes of resistance and immunity.

Limbs of Iron

Starting at 3rd level, an enemy only has one chance to make their mark against you before you overcome your own weakness. While raging and wearing no armor or shield, when you take damage, you may use your reaction to gain resistance to the type or types of damage you suffered. You retain this resistance until the end of your rage or until you use this feature again.

At 10th level, your resilience is such you seem to heal wounds as they appear. While raging, you gain a number of temporary hit points equal to your Constitution modifier (minimum of 1) at the end of your turn.

King Over All That Is Proud

Beginning at 6th level, your violence becomes an art unto itself, each spatter of blood and broken enemy a unique painting. When you make a Charisma check while surrounded by evidence of your destructive power (whether the corpses of slain enemies or the splinters of the gate you shattered to enter the room), you are considered proficient and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Credit: Wayne Renolds

A Creature Without Fear

When you reach 10th level, you become an unstoppable force. You have advantage on saving throws against effects that would cause you to be frightened, paralyzed or restrained.

I Put Away Childish Things

Also at 10th level, your confidence in the powers of your own flesh has begun to take on a mystical potency. As part of the process of attuning to a magical item, you may dedicate that item as a sacred offering and part from it, whether you make an offering of it at the shrine of your gods or bury it along with a worthy opponent. When you do so, your patrons spirit away the item, replacing it with a token. When you break attunement, the token is once again replaced by the true item.

As long as you are attuned to the item, you enjoy any benefits it may bring even though you are not wearing it. If the item is a weapon, a shield, or a set of armor with which you are proficient, you may apply its benefits to your unarmed attacks or unarmored defense. For instance, if you made an offering of a flame tongue, you could wreathe your fists in fire as you would the blade (but the base damage of your attack would still be your fists', not the sword's). This does not allow you to stack the effects of several items requiring the same body slot, or of several weapons or armors.

You may choose to use this feature to attune to items which do not require attunement, using an attunement slot as normal and gaining their benefits as outlined above.