Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Brawler generally disregard weapons, preferring to use their fists to pummel their enemies. Although not as skilled a fighter as Monks, they can nevertheless hold their own in a fight, focusing on power over finesse.

Bloody Fists

  • You can roll a d6 in place of the normal damage of your unarmed strike, adding your strength modifier to the damage rolled. This die changes as you gain Barbarian levels, increasing to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Improved Unarmed Strike

  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain barbarian levels, becoming a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.

Underhanded Combat

Your experience in fistfights allows you to gain the upper hand through dishonourable means. You gain a number of Cheap Shot points equal to your proficiency modifier. When you hit with an attack, you can spend one of these points to perform either of the two Cheap Shots available to you. You regain all expended points on a short or long rest.

Both of your Cheap Shots require your target to make a saving throw to resist the Shot's effects. The saving throw DC is calculated as follows:

 

Disarming Strike

When you hit a creature with an unarmed strike, you can expend 1 Cheap Shot point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 

Stunning Strike

When you hit another creature with an unarmed strike, you can spend 1 Cheap Shot point to attempt a Stunning Strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Cheap Shots

The Cheap Shots are presented in alphabetical order.

Empowered Strike

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

Superior Durability

At 10th level, when you enter a rage you gain temporary hit points equal to your proficiency bonus + your constitution modifier. These temporary hit points last until your rage ends.

 

Knockout Blow

At 14th level, your strikes are unparalleled. When you hit a creature with an unarmed strike, you can choose to immediately end your rage and deal an extra amount of damage equal to five times your barbarian level. Once you’ve used this feature, you cannot use it again until you’ve completed a short or long rest.

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