Barbarian
Base Class: Barbarian

Some Barbarians don't get the same satisfaction as others from the normal use of weapons. These Barbarians prefer the up-close-and-personal combat style that only one's fists can offer. These Barbarians become a blur of punches and kicks on the battlefield, chaining together attacks into devastating combos. These fighters build momentum as they fight, using the battle's flow to dictate the outcome. For Brawlers, building this flow is so natural that they can do so even through the haze of their Rage.

Close Quarters Combat

Beginning at 3rd level when you choose this Primal Path, you gain the following benefits while you are unarmed and you aren't wearing armor (you can benefit from this while wearing a shield)

  • When you make an unarmed strike on your turn, you may use a bonus action to make another unarmed strike.
  • Your unarmed strikes count as melee weapon attacks for the purposes of class features and feats. While Raging, you still gain your Rage bonus to damage to unarmed strikes, even if you used Dexterity.
  • Your may roll a d6 in place of the normal damage of your unarmed strikes. This die increases to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14.

Momentum

You learn to keep pace with the flow of battle, using consecutive attacks to build Momentum, up to a maximum amount of your Barbarian Level. You gain a point of Momentum under the following conditions:

  • When you hit with an unarmed strike. If you critically hit, you gain 2 instead.
  • When you reduce a creature to 0 HP
  • When a creature fails the save of one of your gambits
  • When you succeed on a Dexterity saving throw
  • When a creature misses you with an attack.
  • When you move at least 20 feet in a straight line
  • When you start your turn and have not taken damage since the end of your last turn

You lose Momentum under the following conditions:

  • When you take an amount of damage from a melee attack greater than your Constitution modifier.
  • When you roll a natural 1 on an attack roll
  • When you end your turn without attacking or moving at least 20 feet

Gambits

Gambits are special maneuvers performed in combat. To use a Gambit, you spend Momentum when you hit with an unarmed strike. You can gain Momentum on the same attack you use a Gambit with, but only if you had enough Momentum to use that Gambit before you attacked. For example, if you have 1 Momentum and hit a creature with an unarmed strike, you are unable to use a Gambit for this attack, as you did not have enough Momentum as you hit.

Some Gambits require Saving Throws. Your Gambit Save DC is 8 + Your Strength modifier + your Proficiency Bonus

Unbreakable Flow

Beginning at 6th level, while you are Raging, your unarmed strikes count as magical for the purpose of overcoming damage reduction, and you do not lose Momentum the first time you take damage each round.

Brutal Momentum

At 10th level, your mastery of Momentum allows you to build it much quicker; the first hit you make with an unarmed strike each turn gives you an additional point of Momentum. Additionally, for every 2 points of Momentum you have, you gain a +1 bonus to attack rolls with unarmed strikes.

Practiced Grappler

At 10th level, you double your proficiency bonus for all Athletics and Acrobatics checks made during a Grapple or Shove, as long as you are proficient in the relevant skill.

Close Counter

At 14th level, when a creature misses you with a melee attack, you may use your reaction to spend a Momentum in order to make an Unarmed Strike against that creature. You may spend an additional Momentum when you make the attack. If you do and the attack hits, the creature is knocked prone.

Gambits

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2/16/2023 3:33:03 AM
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