Barbarian
Base Class: Barbarian

In modern times, the mindless rage of the ancient barbarians has faded into history or myth. The variations have techniques of rages have become a thing of the past. As the world became more and more civilized, less and less barbarians appeared as meaningful heroes. For the most part, barbarians have been lost to time. However, there still survives a version of barbarians in the modern world. They have adapted some techniques of the monk's fighting styles and have mastered unarmed combat in their own right. However, they use the power of their rage and brute force to crush their enemies. Perhaps your brawler grew up impoverished or on the streets and took to pit fighting or serving as a bodyguard for a crime lord. Whatever way you choose, know that becoming a brawler will hone your strength to its maximum potential.

Brawling techniques

Starting when you choose this path at 3rd level, your fists have become stronger and more deadly.

You now roll 1d6 damage for your unarmed strikes.

In addition, whenever you hit a creature with one of your unarmed strikes while you are raging, you can impose one of the following effects on that target:

Pummel: It must succeed on a Dexterity saving throw or be knocked prone.

Choke-hold: It must make a contested strength (athletics) check or dexterity (acrobatics) check against your strength (athletics) check or suffer the grapple condition.

Cripple: It must succeed on Strength saving throw or be unable to take opportunity attacks until the end of your next turn.

Master Grappler

Beginning at 6th level, you have honed your body to topple even the mightiest of foes.

You have advantage on attack rolls against a creature you are grappling, and you have advantage on strength (athletics) checks made to grapple and avoid being grappled.

In addition, you are now able to grapple any target regardless of size and shape, unless it is immune to the grappled condition. However, if you are grappling a target that is more that one size larger than you, you are both under the restrained condition until the grapple ends.

All of this can only be done while raging.

Improved Brawling Techniques

Beginning at 10th level, your fists have been honed to their true potential and as a result have become forces of nature on the battlefield.

Your unarmed strikes now deal 2d6 damage instead of 1d6 and count as magical weapons for the purposes of overcoming resistances, which can only occur while raging.

In addition, you can enter a heightened sense while raging as a bonus action. While in this heightened state, enemies have vulnerability from attacks made with your unarmed strikes, This heightened sense lasts until the end of your next turn.

Once you use this heightened sense, you cannot use it again until you finish a short or long rest.

Roundhouse Beatdown

Starting at 14th level, you have learned a deadly combination of your brawling techniques to form a powerful roundhouse throw or slam.

While you are raging and grappling a target and raging, you can perform a powerful roundhouse slam by jumping in the air and slamming them into the ground, dealing 3d6 bludgeoning damage. This slam ends the grappled condition, knocks them prone, and renders them unable to use reactions until the end of their next turn.

 

You can also forgo this slam attack to instead perform a roundhouse spin and throw the target up to 15 feet away, also while raging. When the target lands, they take 2d6 bludgeoning damage.

In addition, you can throw the grappled target into another target by making an attack roll as if you were making an unarmed strike. If the attack hits, the targets collide, with the target taking 1d6 bludgeoning if the thrown creature is small, 2d6 if they are medium, 4d6 if they are large, 6d6 if they are huge, and 8d6 bludgeoning damage if they are gargantuan, knocking them both prone.

Previous Versions

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