Barbarian
Base Class: Barbarian

Fight with your fists

Take damage and build adrenaline

Spend Grit Dice on power moves

Fists of Fury

Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit and count as a melee weapon. 

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The damage dice of your unarmed strikes and power moves increase to a d10 at level 10, and a d12 at level 14.

Grit Dice

As a brawler you can perform power moves that are fueled by grit dice.

You gain a number of grit dice equal to 1 + your Constitution modifier (minimum of 1). You regain 1 expended grit dice each time you score a critical hit with an unarmed strike. You regain all expended grit dice after a short rest.

You learn 3 power moves of your choice. You can use only one power move per attack. The save DC of you power moves is equal to 8 + your proficiency bonus + your Strength modifier.

You learn an additional power move of your choice at levels 6, 10 and 14. Each time you level up, you can replace one power move you know with a different one.

Adrenaline

At 6th level, taking damage builds your adrenaline. 

For every 12 points of damage you take while in rage, you gain 1 stack of adrenaline. With every stack of adrenaline, you take 1 less damage from slashing, bludgeoning and piercing damage, and deal +1 damage with unarmed strikes. (The damage of an incoming attack can never be reduced below 1.)

When your adrenaline is fully stacked, your unarmed strikes score a critical hit on a roll of 19 or 20. The max number of adrenaline stacks you can have is equal to your proficiency bonus.

When your rage ends, you lose all stacks of adrenaline. 

Living Instrument

At 10th level, your body adapts to endure more punishment.

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum (rounded up), you gain hit points equal to 1 + your current stacks of adrenaline (minimum of 1).

Additionally, you can use your action to end all effects on yourself that are causing you to be charmed or frightened by expending one grit dice.

Half-Light

At 14th level, your unarmed strikes always score a critical hit on a roll of 19 or 20, and when your adrenaline is fully stacked, they score a critical hit on a roll of 18, 19 or 20.

Additionally, when you enter rage you start with half of your max adrenaline stacks (rounded up)

Power Moves

Alphabetical list over power moves.

Attention Catcher

As a bonus action, you can expend 1 grit dice to attempt to taunt nearby enemies. All enemies within 15 feet of you must make a wisdom saving throw. On a failed save they have disadvantage on attack rolls made against creatures other than you until the end of your next turn.

Bone Cracker

When you make an unarmed strike against a creature, you can expend 1 grit dice to deal extra damage by harming yourself. On a hit, you take 1d8 damage. The creature takes twice the amount of additional damage if they move before your next turn.

Catch!

When you make an unarmed strike against a creature, you can expend 1 grit dice to improvise a ranged attack. On a hit, the creature suffers normal damage and must make a Constitution saving throw. On a failed save, their movement is halved on their next turn.

Double Threat

When you make an unarmed strike against a creature, you can expend 1 grit dice to attempt to hit an additional target within 5 feet. You must make an attack roll for each target.

Evil Eye

You can use your intimidating presence to shake the resolve of a creature. You can expend 1 grit dice while making a Charisma (Intimidation) check to gain advantage on the roll.

Firm Handshake

When you make an unarmed strike against a creature, you can expend 1 grit dice to attempt to disarm your target. On a hit, the creature suffers normal damage and must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Gear Starter

As a bonus action you can spend 1 grit dice to build your adrenaline. When you use this bonus action you gain 1 stack of adrenaline and temporary hit points equal to your Constitution modifier + proficiency bonus.

Gut Buster

When you make an unarmed strike against a creature, you can expend 1 grit dice to attempt to cripple your target. On a hit, the creature suffers normal damage and must make a Constitution saving throw or have their movement speed reduced to 10 until the end of your next turn.

Haymaker

When you make an unarmed strike against a creature, you can expend 1 grit dice to fuel your attack by spending adrenaline. On a hit, you deal an additional 2d8 for every stack of adrenaline expended and lose your rage.

Lights Out/Listen Up

When you make an unarmed strike against a creature, you can expend 1 grit dice to attempt to blind or deafen the target. On a hit, the creature suffers normal damage and must make a Constitution saving throw or be blinded/deafened until the end of your next turn.

Show Stopper

When you make an unarmed strike against a creature, you can expend 1 grit dice to attempt to grapple your target. On a hit, the creature suffers normal damage and must make an athletics or acrobatics check versus your athletics check. If they fail the check they become grappled by you.

Previous Versions

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