Base Class: Barbarian
For some Barbarians, you don't serve on the brute squad, you ARE the brute squad. The Path of the Brute is a path of raw, unbridled might. Unlike the Monk, you do not waste time dancing around with grace and finesse. Unlike the Fighter, you don't bother with complex weapon maneuvers. Unlike the Berserker, you don't fall into a mindless frenzy. Instead you use that insurmountable wrath from deep within to unleash brutal devastation. You are an unstoppable force of brute strength and power.
Brutal Attacks
Starting at 3rd level, your innate brute strength gives added ferocity to your unarmed strikes.
You gain the following benefits while you are unarmed or only wielding a shield:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Barbarian levels, as shown in the Brutal Attacks column of the table below.
- You can use your Reckless Attack feature with your unarmed strikes.
- Your Rage feature now also applies to your unarmed strikes.
- Your Brutal Critical feature will now also apply to unarmed strikes.
|
Level |
BRUTAL ATTACKS |
|---|---|
|
3rd |
1D6 |
|
6th |
1D8 |
|
9th |
1D10 |
|
12th |
1D12 |
|
15th |
2D6 |
|
18th |
2D8 |
Mighty Blows
At 6th level, you learn techniques to further enhance your attacks with brute force. You learn two techniques of your choice from the list below. You gain one technique of your choice again at level 10, then one again at level 14.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
Cleaving Haymaker
10th-level Mighty Blows option
When you hit a creature with an unarmed strike while raging, you can deal damage to another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to double your strength modifier. The damage is of the same type dealt by the original attack.
Disarming Backhand
6th-level Mighty Blows option
While raging, when you take the Attack action on your turn, you can replace one of your attacks with a disarming attack to force the creature to drop one item that it is holding (selected at random). The target must make a Strength saving throw. On a failed save, it drops the selected object. The object lands at a random spot on the ground 5ft away from the creature.
Fearsome Strikes
6th-level Mighty Blows option
When you hit a creature with an unarmed strike as an action and while raging, you can use your bonus action to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Gigas Punch
10th-level Mighty Blows option
When you hit a creature with an unarmed strike, you can use your bonus action to attempt to knock the target away and down. You deal additional damage equal to your strength modifier, and if the target is one size larger than you or smaller, it must make a Strength saving throw. On a failed save, you knock the target back 5ft and prone.
Hulking Hurler
14th-level Mighty Blows option
When you are raging, you can throw anything (not just weapons) weighing up to your carrying capacity. You are proficient in throwing objects using this technique and you use your STR modifier on attack rolls throwing objects in this way. The normal range of a thrown weapon or improvised weapon thrown in this way is 10ft + 10ft per point of STR bonus. The damage dealt by this attack is equal to 1d6 for an item weighing 1lb, then an additional 1d6 for every 10lbs after that up to a maximum of 20d6.
Retalitory Smack
14th-level Mighty Blows option
While raging, when a creature attempts to hit you with a melee attack, you show it the error of its ways. You can use your reaction to make an unarmed strike against it with advantage. If this attack would kill the creature, you gain an additional reaction which must be used before the end of the round or else it is lost.
Titan Stomp
10th-level Mighty Blows option
As an Action you stomp down on your foe with all of your might, smashing them underheel. Make a single unarmed strike against a prone target within range. Double the number of Brutal Attacks die for your damage with this attack. The target must succeed on a Constitution saving throw or be restrained until the end of your next turn.
To the Death
6th-level Mighty Blows option
When a target attempts to hit you, as a reaction, you maniacly demand the attacking creature to continue attacking you. The target creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls. Neither you nor the target creature can willingly move more than 5 feet away from each other. This effect ends if you are incapacitated or die or if the creature becomes incapacitated or dies.
Unstoppable Force
6th-level Mighty Blows option
As an action you muster all of your strength and become an unstoppable force. You make a single unarmed strike which deals triple damage to objects, structures, and creatures of the construct type. This action also provides a +10 bonus to any STR check for breaking an object, structure, or restraint, and you are unaffected by difficult terrain.
Fist of Overwhelming Might
At 6th level while raging, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Remarkable Brute
At 10th level, the distance of your high jump is tripled, and you can make a running long jump or high jump without moving rather than running 10 feet. When you land from a great height, you may make a CON saving throw with a DC equal to half the height you fell in order to take no damage (or take half damage if you fail). Additionally, you add double your Strength modifier for all Strength checks and saves.
Bum Rush
At 14th level when you reduce a target to 0 health while raging, you gain 10ft of movement, 10 temporary health, and a single extra attack. This temporary health can stack with previous temporary health gained from this feature up to 100 health. The extra attacks can stack up to three extra attacks, however they disappear at the end of your current turn.
Avatar of the Mountain Brute
At 14th level, when you begin a rage you may assume the form of the Avatar of the Mountain Brute once per day. Your size doubles in all dimensions, your weight is multiplied by eight. This growth increases your size by one category--from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. This form ends when your rage ends, at which point you gain one level of exhaustion. While you are in the Avatar of the Mountain Brute form, you gain the following additional benefits:
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- The size of creatures that you can grapple can be two sizes larger than you instead of only one.
- While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
- You add your STR modifier to CON saving throws
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/21/2023 11:33:47 PM
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199
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80
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2.0
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Coming Soon
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4/21/2023 11:46:46 PM
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65
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1
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2B
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Coming Soon
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4/24/2023 8:41:03 PM
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68
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1
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3B
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Coming Soon
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