Path of the Bonebreaker
Brawlers, battleragers, gladiators, and pugilists, Bonebreakers wield crude-but-powerful weapons older than any other: their own two fists. Seemingly impervious to pain, their bone-shattering blows dent the finest armor and sunder the hardest scales. To a Bonebreaker, magic and weapon alike can never compete with a strong right hook.
Flesh and Steel
Starting when you take this path at 3rd level, you gain proficiency in spiked armor. Spiked armor is light armor made from plates of leather embedded with spikes that weighs 20 lbs. While you wear it, your AC is 13 + your Dexterity modifier. While wearing spiked armor, whenever you make a Strength (Athletics) check to avoid, inflict, escape, or maintain a grapple with another creature, or overrun one, you deal 1d4 piercing damage to that creature. When another character wears this item, it is considered leather armor.
You also gain proficiency in Leatherworker's Tools, and can use them to reassemble any leather or hide armor into a set of spiked armor and two cestus during a short rest.
Finally, your raw size provides an additional layer of physical defense. Whenever you would use your Dexterity modifier to calculate your AC, you can use your Strength modifier instead.
Furious Fists
Your unarmed strikes hit harder than any other. Your unarmed strikes deal 1d6 bludgeoning damage, and your attacks with a cestus (detailed in part 2) deal 1d8 bludgeoning damage. When you attack with a cestus or unarmed strike, you can make an additional attack with that weapon as a bonus action.
I am Unbreakable!
Starting at 6th level, your stamina in a brawl matches even the most hardened soldier. You have advantage on saving throws against being stunned or being put to sleep.
You can also use a bonus action to expend a hit die and end one of the following conditions on yourself: blinded, charmed, deafened, frightened, poisoned, or restrained. When you end a condition, roll the spent hit die, add your Constitution modifier to it, and regain hit points equal to the total roll.
Thorned Charge
At 10th level, you can barrel through many foes. When you take the Dash action, you can Overrun any number of creatures without expending an action or bonus action, and when you Overrun a creature it takes 2d4 bludgeoning damage and is knocked prone. If you are wearing spiked armor, this action deals piercing damage instead.
If the creature that you attempted to overrun succeeds on the check, it takes half as much damage and isn't knocked prone, but you still move through its space.
Right Hook
Beginning at 14th level, you can ruthlessly exploit the flaws in your enemies' guard. If you advantage on an attack roll with an unarmed strike or cestus and you hit, you can use the maximum possible result on all of the attack's damage dice instead of rolling.
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here