In the shadows of an age lost to time, a lone warrior, earned the name "Battering Ram." The tale unfolded during a momentous siege where, armed solely with unyielding fists, this enigmatic figure faced the imposing gates of a castle. With a relentless fervor, each strike became a thunderous assault, resonating with a primal force that shattered the very foundations of that gate. The besieged, witnessing this awe inspiring feat, christened the warrior with a name that echoed through the ages.
Starting at 3rd level, your unarmed strikes count as heavy weapons. They deal 1d10 bludgeoning damage plus your Strength modifier and gain the Breaker weapon property.
Starting at 6th level, your strikes send enemies careening with destructive force. When you hit a creature with an unarmed strike, the target must make a Strength saving throw against your Maneuver DC. On a fail, you can push the target up to 10 feet.
If the target strikes an object during knockback, it takes 1d6 bludgeoning damage per 5 feet of remaining movement. The object takes damage equal to your unarmed strike damage plus any extra from this feature.
The distance you can push a creature increases to 15 feet at 10th level and 20 feet at 16th level.
Starting at 10th level, when you hit a creature with an unarmed attack, you can attempt to overwhelm them with brute force. The target must make a Strength saving throw against your Maneuver DC. On a failed save, they are knocked prone.
Whether the target is prone or not, they take 2d10 + your Strength modifier bludgeoning damage. Other creatures within 5 feet must make a Dexterity saving throw against your Maneuver DC or take half of the damage and fall prone, taking none on a success.
Debris kicks up in a 10‐foot radius crater centered on the target, considered difficult terrain.
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain expended uses after finishing a long rest.
Starting at 14th level, your momentum itself becomes a lethal weapon. When you take the dash action, you can make a single melee attack. On a hit, the target must make a Strength saving throw against your Maneuver DC, on a failure, you may knock back the target in a straight line, a distance equal to your remaining movement, triggering the extra damage from Crumbling Blows upon an impact with an object.
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain expended uses after a long rest.