Many devote their lives to mastering quick wit and learnedness, hoping such intangibilities will prove sufficient in their time of need. Barbarians of the Path of the Brute recognize the harsh yet simple truth; strength is all that matters. With sheer force and willpower, they muscle through any and all obstacles in their path, for that is all that they know and all that they believe. There is no need for tactics, trickery, or mercy on the road to true strength; such distractions only serve to dull the edge constantly honed by training and discipline in the name of true power.
3rd level Path of the Brute feature
Your immense physicality is capable of overwhelming demonstrations of power. You learn Exploits that are fueled by special dice called Exploit Dice.
Exploits. You learn three Exploits of your choice. You learn two additional Exploits of your choice when you reach Barbarian levels 6, 10, and 14. Each time you learn new Exploits, you can also replace one Exploit you know with a different one.
Exploit Dice. You have a number of Exploit Dice equal to your Constitution modifier (minimum of 1), which begin as d6s and increase in size as you gain Barbarian levels (d8 at 6th level, a d10 at 8th level, and a d12 at 14th level). You can only use one Exploit per attack, ability check, or saving throw. An Exploit Die is expended when you use it. You regain all expended Exploit Dice when you finish a Short or Long Rest.
Saving Throws. If an Exploit requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength modifier.
3rd level Path of the Brute feature
There is no greater weapon than a body tempered by power and time.
You can roll a d4 in place of the normal damage of your unarmed strike. This die becomes a d6 at 6th level, a d8 at 8th level, and a d10 at 14th level.
Whenever you are raging, you gain the following benefits:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift (and for any Exploits).
Your unarmed strike die increases in size by 1 category (d4 → d6 → d8 → d10 → d12).
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
6th level Path of the Brute feature
Your body is capable of enduring all manner of physical assaults.
Beginning at 6th level, when you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
10th level Path of the Brute feature
Grow in strength to crush your enemies underfoot. When you roll for initiative and have no Exploit Dice remaining, you regain a number of Exploit Dice equal to your Rage Damage bonus. Additionally, while raging, the DC for your Exploits is increased by your Rage Damage bonus.
14th level Path of the Brute feature
You dig deep to find true strength. Whenever you are reduced to 0 hit points, you can use your reaction to spend an Exploit Die and drop to 1 hit point instead. Roll the spent Exploit Die and gain temporary hit points equal to the roll + your Barbarian level.
The Exploits are presented here in alphabetical order.
Barrel Through
You can expend an Exploit Die as an action to charge up to your speed in a straight line. This movement does not provoke opportunity attacks, and you can move through wooden or worked stone walls or structures up to 2 inches thick until the end of this movement, which destroys up to 1 5x5 section of such an obstacle. Each creature you come within 5 feet of must make a Strength saving throw. On a failure, the target takes bludgeoning damage equal to a roll of the spent Exploit Die + your Strength modifier and falls prone. On a success, it takes half damage only.
Brace
You can spend an Exploit Die as a bonus action to lock yourself in place. Until the start of your next turn, you gain a bonus to your AC equal to your Strength saving modifier and you have advantage on saving throws against being knocked prone or moved against your will.
Break Out
If grappled or restrained by nonmagical means, you can expend a Exploit Die as a bonus action to automatically escape.
Challenge
As an action, you can expend an Exploit Die to issue a challenge to all comers. Each creature of your choice within 20 feet of you must make a Wisdom saving throw. On a failure, the target has disadvantage on attack rolls against targets other than you until the end of your next turn.
Crush
As a bonus action while grappling a creature, you can expend one Exploit Die to tighten your grip. Until the grapple ends, the target takes bludgeoning damage equal to a roll of your Exploit Die + your Strength modifier at the start of each of its turns.
Dead Sprint
As a bonus action you can expend an Exploit Die to roll the die and increase your speed until the end of your turn by 5 times the number rolled.
Dig Deep
When you make a Strength, Dexterity, or Constitution saving throw, you can expend one Exploit Die to roll it and add the number rolled to the saving throw.
Encouragement
As an action, you can expend a Exploit Die to encourage your allies with a show of strength. A number of creatures up to your Strength modifier (your choice) that can see or hear you gain temporary hit points equal to the Exploit Die roll plus half your Barbarian level (rounded down).
Endure
As a reaction when you take damage, you can expend a Exploit Die to brace for the hit. Roll the Exploit Die and add your Barbarian level to the number rolled and reduce the damage by that total.
Flex
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Exploit Die and add that die to the roll. You can do so after you roll the d20, but before you know if you succeed.
Hurl
You can spend an Exploit Die to replace one of your attacks to throw a creature you are grappling that is at least one size smaller than you. The creature must make a Strength saving throw or be thrown at a space you can see within 30 feet of you and fall prone.
Leap
You can expend a Exploit Die as an action to jump to an unoccupied space you can see within a number of feet up to 10 times your Strength modifier. Each creature within 10 feet of you when you land must make a Constitution saving throw or take bludgeoning damage equal to a roll of the spent Exploit Die + your Strength modifier and falls prone. On a success, it takes half damage only.
Lunge
As an action, you can expend an Exploit Die to move up to your speed in a straight line towards a creature you can see and immediately make a single melee attack against it, adding the spent Exploit Die to the attack’s damage roll.
Punch Through
When you hit a creature with an unarmed strike, you can expend an Exploit Die to attempt to shove it away from you. Add the Exploit Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or be knocked back in a straight line number of feet equal to 5 times your Strength modifier. Creatures that are more than one size category larger than you have advantage on the saving throw.
Recovery
As a bonus action, you can expend one Exploit Die and gain temporary hit points equal to a roll of the Exploit Die + your Strength modifier.
Shockwave
You can expend an Exploit Die as an action slam your hands together and produce a thunderous noise. Each creature within 30 feet of you must make a Constitution saving throw. On a failure, the target takes thunder damage equal to a roll of the spent Exploit Die + your Strength modifier and is deafened until the end of your next turn. On a success, it takes half damage only.
Show of Strength
As an action, you can expend an Exploit Die to make a frightening display of your physique. Each creature of your choice within 20-feet of you that can see you must make a Wisdom saving throw or become frightened of you until the end of your next turn.
Slam
Once per turn, you can spend an Exploit Die to replace one of your attacks in order to slam a creature you are grappling that is of equal size or smaller than you on the ground. The creature must make a Strength saving throw or take bludgeoning damage equal to a roll of the spent Exploit Die + your Strength modifier and falls prone.