Base Class: Barbarian
No one can stand the might of your brawler abilities. Who needs weapons when you've got fists of steel. Punch, kick, and suplex all night long. You get shit done.
Brawler Moves
When you pick this path at 3rd level you gain access to special brawler abilities. You have a number of Brawler Points equal to your Barbarian Level. So, if you are level three in barbarian, you have 3 brawler points. You may change moves on a Long Rest. Spent BP can be regained on a Short or Long rest.
You may pick moves from a list. Starting at level 3, you may pick 3 Brawler Moves. You learn two additional moves of your choice at 7th, 10th, and 15th level.
If a BM requires a saving throw, the Brawler DC is 8 + Proficiency Bonus + Strength Modifier.
Evasion
You expend one Brawler point to take the Dodge action as a Bonus Action on your turn.
Feint
You feint with one hand and strike with the other. By expending a Brawler Point as a bonus action, you gain Advantage on your next Attack Roll.
Fortify
By expending one BP as a bonus action, you hunker down, activate your core, and raise your arms defensively. Until your next turn you get a +2 to AC.
Hammer Fist
By expending one BP as a Bonus Action, you strike down violently with both fists. If your next Attack Roll hits, you deal an extra 1d6 Bludgeoning damage.
Leg Sweep
When you hit a creature with a with your Unarmed Attack, you can expend Brawler Point to attempt to damage another creature within with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to half the previous damage. The damage is of the same type dealt by the original attack.
Pile Drive
By expending one BP as a bonus action, you attempt to grab your opponents head and drive it into your knee. The target must make a Dexterity saving throw against your Brawler DC. If your next Attack Action hits, the target gains the Stunned Effect.
Power of Muscles
By expending a Brawler point, you flex your muscles beyond mortal comprehension. The might of your strength strikes fear or impresses those around you. When you use Power of Muscles, you gain advantage on your next Intimidation or Persuasion check.
Precision Attack
You focus in on your next attack making a quick precision strike. By expending a Brawler Point, you may double your proficiency bonus on your next attack.
Supplex
After successfully using your Attack Action to Grapple a target, you may use your bonus action to expend a Brawler Point to Supplex the target. The target takes 1d6+Str Mod damage and are considered Prone.
Tag In
You Tag In one of your allies within 10ft, allowing them to move into a more advantageous position. As an action you may expend one BP to allow your Ally to move up to half their Speed without provoking opportunity attacks. If the ally moves within melee range of an enemy, the may make one attack against the enemy.
Taunt
By expending a Brawler Point, you Taunt the target into focusing their attacks on you. The target must make a Wisdom Saving throw. On a failure, the target must focus their attacks on you for the next two rounds. If they attack someone other than you, they have Disadvantage on those attacks.
This Bitch Empty! Yeet!
By expending two brawler points, you can make a DC 17 strength check to pick up a willing ally weighing no more than 250 pounds. You can two-hand throw the target like a heavy bag up to 10ft. The target must make a dexterity saving throw. On a failure, the target takes 3d8 bludgeoning damage and is knocked prone. The ally takes half damage upon a successful hit. On a success, the ally takes 3d8 bludgeoning damage and is considered prone. The target takes no damage and no status effects. On a natural 20, ally may be thrown 20ft.
Brawler Points
When you choose this Path at 3rd level you gain access to Brawler Points. The BP scales with your Barbarian level.
Brawler Points are used for your Brawler Moves. You regain spent BP on a short or long rest.
Fists of Steel
You have mastered the art of Unarmed Combat. You are proficient in Unarmed Attacks. These attacks do 2d6+Str Mod of Bludgeoning Damage. When making an Unarmed Attack, you don't need to use a Bonus Action to make another attack with your fist. You always hit with both.
The damage for these attacks goes up to 2d8+Str Mod Bludgeoning at 6th Level.
Fists of Steel
Your Fists of Steel count as proficient Unarmed Attacks.
Over Come Your Fears
You've overcome your fear of the supernatural. You trained hard and steeled your nerves, you can now punch ghosts. Starting at 6th level, your punches count as magical for the purpose overcoming resistance and immunity to nonmagical damage.
No Pain No Gain
Through your training, you've learned to see things coming. You've learned the hard lessons of combat. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 Brawler Points to cancel the disadvantage for that roll.
Adrenaline Rush
Starting at 14th level, you can pull on the adrenaline coursing through your veins. As a Bonus Action, you can regain 4d12 + your Constitution Modifier of health. Once you use this ability you must complete a Long Rest before you can use this feature again.
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