Time to help those unarmed characters characters crank up some damage!
Gloves of the Rock Crusher
Wondrous Item, very rare
These warm leather work gloves betray the magic inside. While wearing these, you add double your Strength or Dexterity modifier to damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
I like barbarians who go with their hands. True, back to basics, run by instinct fighters. Let’s make that happen!
Path of the Brawler
Only the weak use weapons. When the anger takes you, you drop the metal you are holding and fight with fist and fury. You feel every crunch and pop of your foes bones and revel in the carnage you cause as the light leaves their eyes.
Fists of Fury
Starting when you choose this path a 3rd level, your unarmed attacks deal 1d6 damage.
When you enter a rage, treat your unarmed attack’s damage as equal to a monk of your level.
Spirits Fear Your Hate
Beginning at 6th level, for the duration of the rage your unarmed attacks count as magic and silver and you can use a bonus action each round to make an additional unarmed attack each round.
Up Close Violence
Beginning at 10th level, you master the art of crushing unarmed force. While raging, any unarmed attack you make can instead be a grapple attempt.
Any creature you have grappled automatically takes damage equal to a single unarmed attack from you at the start of its turns while you are raging.
Strangler of Great Beasts
Starting at 14th level, you can grapple up to two creatures at once and have no size restrictions nor penalties to grapple a creature while you are raging. While you have a minimum of one limb free, you make all unarmed attacks as normal.
Saw the news and I saw a hero we didn’t know we deserved step up to something and it inspired me.
Spear of the Defender
Weapon (spear), very rare (requires attunement)
This simple spear can be made from any long pointed object. The object is treated as a +1 magic spear, but the wielder can declare a target in 30 feet as his enemy as a bonus action. The target is allowed a DC 20 Wisdom save to not be affected. On a failure, for one minute the target must only attack the wielder of the spear. The affected creature can use spells and area effect abilities, but the wielder of the weapon must be in the area or spell. The wielder of this spear gains resistance to all damage from the affected creature and gains advantage on all Constitution based saves from effects caused by the affected creature. The wielder of this weapon can only affect one creature in this way at a time and the ability is reusable after a short rest.