Base Class: Barbarian
The Path of the Bar Fighter is taken by barbarians who find themselves fighting their way out of unlikely scenarios, and thrive in the unpredictability of combat. Barbarians that walk this path adapt to the circumstances placed upon them during a brawl, and don't often have a specific plan in mind, as victory is only found when living in the moment.
Opportunist
Starting when you choose this subclass at 3rd level, you learn to use your surroundings to your advantage in combat, and you will never be unprepared for a brawl. You may add your Proficiency Bonus to attacks with an improvised weapon and unarmed strikes. You have advantage on an attack with an improvised weapon if you pick it up in the same turn in which you attack.
Improvised Slam
Additionally at 3rd level, you gain the ability to perform a Slam with an improvised weapon you are wielding. Upon making an attack with an improvised weapon, you choose to add as many Slam Dice as you have available, which are then consumed, and add the result to the weapon’s damage. After performing a Slam, the improvised weapon becomes broken beyond repair.
You have a number of Slam Dice equal to your Strength Modifier (minimum of 1) plus your Proficiency Bonus. The value of your Slam Dice starts at d6, and increases to d8 at 6th level, d10 at 10th level, and d12 at 14th level. You regain all Slam Dice after completing a short rest.
Close-Quarters Combatant
By 6th level, your fighting in unlikely settings has provided you with valuable combat practice. After making a successful melee attack against one target, you can attack a separate target also within melee range. This can be done once per turn.
Drunken Rage
Starting at 10th level, your unique tactics in combat have become unpredictable, yet effective. While raging, you may take the Dash, Dodge, or Disengage actions as bonus actions.
Brutal Slam
By 14th level, you have learned how to make the most of what is around you in combat. After expending slam dice on a hit, the target must make a Constitution saving throw against a DC equal to 8 + your Strength modifier + number of Slam Dice expended, or become stunned until the end of your next turn.
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