Barbarian
Base Class: Barbarian

Brawlers are raging monsters who have perfected the art of 1 vs all, taking all the strenghts of a barbarian and exponentially increasing them. On the battlefield, you are always up on the front, taking all the hits while the rest of the party is safe, far away from you. Another cool perk of this subclass is the crowd control capability that it gives, giving you great options to deal with the enemies by grappling them, and sometimes throwing them. So make sure to never retreat and always stay up in the front taking the hits and dealing the smashes, and remember: "It's always a good time to RAGE!!".

Solo Fighter

You get better at fighting while your party is not there to distract you. While raging, you can use a bonus action to make a single meele weapon attack if no allies are within 10 ft. of you.

Throwing Technique

Your strength grows so much that you are able to litteraly use people as ammunitions. if you have grappled a creature this turn, you can use a bonus action to throw it at someone. Choose a target within 30 ft of you. the creature you grappled is then moved to an unoccupied space within 5 ft. of the target, and the target must make a Dexterity saving throw (DC = 8 + proficiency bonus + strength modifier). On a failed save, both the target and the thrown creature take 3d8 bludgeoning damage and are knoked prone, on a successful one, they take half as much damage and suffer no additional effect.

Outstanding Constitution

When you get hit by a meele weapon attack, you can use your reaction to roll a 1d12 and reduce the incoming damage by the number rolled. You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a short or long rest.

Suplex

your strength has grown to an incredible level, unlocking a special move. If you move at least 10 ft. in a straight line, you can then make a special attack against a target within 5 ft. of you. Make a meele weapon attack roll. if you hit, you and the target both jump up in the air, making the same movement and landing to an unoccupied space within 20 ft. of your previous location. When you land, all creatures within 10 ft. of you must make a Dexterity saving throw (DC = 8 + proficiency bonus + strength modifier), taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The target lands prone and has disadvantage on the saving throw.

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