Barbarian
Base Class: Barbarian

Over the years growing up in the slums you have learned all about fighting bare handed. You need nothing else besides your trusty fist.

Battle Forms

3rd-level Path of the City Brawler feature

Adapting to the flow of batte is this barbarian's bread and butter. One minute she can be slaughtering everything in sight and the next be as calculating as a general. When you enter a rage you choose one of three battle forms.

You choose the rage forms each time you rage:

Brute. You enter the most blood filled rage you can. When you rage your unarmed damage is now a d8.

You get a +1 to your AC. You get proficiency with improvise weapons which deal 2d4+PB+Strength.

Quick-Striker. You enter a adrenaline rush as you move faster and the world seems to move slower. When you enter a rage, you get a d6 of unarmed damage and you move 5 feet faster.

While you are raging you can disengage after you make a successful attack.

Tactical. Your rage becomes cold and calculating. You unarmed damage becomes a d6 and you get a few maneuvers.

Rage Dice. You have four rage dice, which are d8s. A rage die is expended when you use it. You regain all of your expended rage dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier.  

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one rage die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the rage die to your Strength (Athletics) check.

Menacing Attack

 When you hit a creature with a weapon attack, you can expend one rage die to attempt to frighten the target. You add the rage die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one rage die to attempt to drive the target back. You add the rage die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Trip Attack

 When you hit a creature with a weapon attack, you can expend one rage die to attempt to knock the target down. You add the rage die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Battle Prowess

6th-level Path of the City Brawler feature

Your special training has coused your unarmed and improvise attacks to be magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Redirect Attack. When a creature misses you with a melee attack roll,  as a reaction you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you PB times per long rest.

Improved Battle Form

10th-level Path of the City Brawler feature

You have honed your skills even farther.

Brute. Your unarmed damage is now 2d8. Your AC goes to +2. 

As a reaction, you can briefly become immune to bludgeoning,  piercing, and slashing damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Quick-Striker. Your movement is now an extra 10 when raging. Your unarmed damage is now 2d6

When you make an successful attack, you can use your bonus action you can attempt to stun a target.The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tactical. Your unarmed damage is now 2d6. Your rage dice become d10s. At 18th level they become a d12. You also gain more maneuvers.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one rage die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the rage die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Feinting Attack. You can expend one rage die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the rage die to the attack’s damage roll.

Battlefield Elite

14th-level Path of the City Brawler feature 

Your battle technique has gotten to peak preference.

Brute. You can make a power attack. If you take your whole action you make this attack and hit, the attack does an extra die of damage of the weapon. You can also use your bonus action and reaction to add 3 die and 4 die respectively.

Quick-Striker. Your unarmed damage is now 2d8 force damage. As long as you are moving, you now longer provoke attack of opportunities.

Tactical. You gain an additional use of your rage die and if you roll initiative with no rage die left, you regain one.

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