Path of the Bonebreaker
Brawlers, battleragers, gladiators, ravagers, and pugilists, Bonebreakers wield crude-but-powerful martial arts older than any weapon: their own two fists. Seemingly impervious to pain, their bone-shattering blows can dent the finest armor and sunder the hardest scales. To a Bonebreaker, magic and weapon alike can never compete with a strong right hook.
Saving throw DC
Several of your Bonebreaker features require enemies to make saving throws. Regardless of the type of saving throw made, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
Embedded with Steel
Your unarmed strikes hit harder than any others, striking vital areas and crushing armor. At 3rd level you gain proficiency in unarmed strikes and improvised weapons. Your unarmed strikes deal 1d6 bludgeoning damage, and your attacks with a cestus deal 1d8. When you make a weapon attack while holding no other weapons or wielding cestuses in one or both hands, you can make an additional melee weapon attack as a bonus action.
You are proficient in spiked armor. You also gain proficiency in Leatherworker's Tools, and can use them to reassemble any leather, studded leather, or hide armor into a set of spiked armor and two cestuses over the course of a short rest.
Muscle Mass
Starting at 3rd level, your raw size provides an additional layer of physical defense. Whenever you would use your Dexterity modifier to calculate your AC, you use your Strength modifier instead.
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 recover the resulting HP. When you do so, you can end one condition, such as frightened or charmed. You must be able to take actions to use this bonus action.
Thorned Charge
At 10th level, when you take the dash action and move at least 30 feet in a straight line, you deal 2d4 piercing damage against all creatures in your path, and they must succeed on a Strength saving throw or be knocked prone. At the end of the charge you can make one weapon attack as a bonus action. You can charge once per rage.
Right Hook
Beginning at 14th level, the first time you hit with Reckless Attack with an unarmed weapon, improvised weapon, or cestus on your turn, you can treat the number rolled on the damage die as the highest possible number instead of the amount you rolled.
Spiked Armor
Light armor, rare, mundane. AC 13 + Dex.
Collected strips of leather with sharp outward-facing spikes embedded in the surface. When worn by a Bonebreaker, it deals 1d4 piercing damage to any target that the barbarian grapples, or that grapples them, at the start of each of the grappler's turns. Serves as studded leather if the wearer is not a Bonebreaker.
Cestus
Simple weapon, common, mundane. Light, status, 1d4+STR Bludgeoning damage.
While wielding this weapon, you can grapple an enemy, shove them, and perform somatic components, but cannot wield a shield or another weapon in that hand.