Base Class: Fighter
Desperate Brawlers learn to tank the woes of battle, becoming more powerful for the damage they have sustained. However, this is a limited resource, and becomes less powerful each time it is used. If their innate destruction is triggered before going unconscious, then they can still do a great deal of damage.
Resurgence
Upon a successful strike, the Desperate Brawler can unleash a powerful Resurgence. For every point of damage the Brawler has taken from max hit points up to this point, the strike does two points of damage. If this ability is used a any more times in a long rest, then the strike only does one point of damage for each hit point taken since the last Resurgence. At level 9, the damage is doubled (4 times the damage the first time, 2 times the damage for others) and at level 15 the damage is tripled (6 times the damage for the first time, 3 times the damage for others). At level 20, roll percentile dice for the first use after a long rest. If the amount on the dice is less than the amount of damage taken so far, the target is immediately reduced to zero hit points. If this is successful, this feature cannot be used until next long rest. If unsuccessful, the target takes 8 times the damage taken so far and this ability can be used again to do four times the damage.
This ability can be used twice at 3rd level, three times at 7th, four times at 11th, five times at 15th, and six times at 19th.
Blind Rage
At level 7, you may enter a Blind Rage. While raging, you gain the following benefits: Advantage on strength checks and saving throws, an additional d8 on melee attacks, and resistance to bludgeoning, piercing, and slashing damage (similar to a barbarian's rage). You additionally add your constitution modifier to all attacks. However, you also gain the condition blinded until the rage ends. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You may only Blind Rage once until a short or long rest is taken.
Drunken Acolyte
At level 10, you no longer are negatively affected by the effects of alcohol (disadvantage on skill checks), but still gain any positive effects (immunity to fear, advantage on charisma checks and saving throws). You may also add 1d8 to damage from your melee attacks while intoxicated - however, you take 1d4 additional damage for non-bludgeoning attacks.
At the end of each turn (or every 10 minutes outside of combat) that you are intoxicated, you must make a constitution saving throw of DC 13 or gain a point of exhaustion.
Tank
At level 15, you may use a bonus action at the end of your turn to Tank. Any time damage is dealt to you until the start of your next turn, make a constitution saving throw. If the save is greater or equal than half the damage dealt, the damage does not take effect until you are using your action on your next turn. This damage does count toward Resurgence, but you will not be knocked unconscious until the end of the action.
At level 20 you do not need to make a saving throw, the damage is automatically Tanked until the action.
Final Breath
At level 18, if you are reduced to 0 hit points or otherwise knocked unconscious, you may make a melee attack against the creature that caused the damage (if they are in range). Add your constitution modifier to the attack. On a successful attack, double the total damage dealt.
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