Barbarian
Base Class: Barbarian

The Brawler can fight with his fists like a monk when brawl fighting like in a bar fight. This Barbarian way is convenient in Bar and Tavern fights.

Dancing Fists

Some warriors use spears, some swords, what about you? You don’t need a real weapon, your strength is your weapon, including all the things surrounding you at any moment,
great for unprovoked bar fights.
When you take this subclass, you get the following benefits:
-Your unarmed strikes deal an extra 1d6 in bludgeoning damage
-you gain proficiency with improvised weapons, and they gain an extra 1d6 damage.

Barfight Bop

You get the following benefits while raging:
When you hit with an improvised weapon, you may choose to deal max damage, however, when you do this, it destroys the object you’re using as a weapon.
You can only use this feature with non-magical objects
When you hit a creature with an improvised weapon or unarmed strike, you may use your bonus action to attempt to grapple the creature, assuming you have a free hand.

Fancy Footing

Starting from level 6, You learn to abuse your enemies weak points, striking them when they least expect it.
When an enemy attacks you, no matter if they hit or miss, you may use your reaction to attempt to attack them with an unarmed strike. You can use this ability an amount of times equal to your proficiency bonus, and you regain your uses on a short or long rest.

Dirty Dancing

Starting from level 11, you never fight fair. After all why would you?
You gain the following abilities:
-You may use your bonus action to attempt to blind your opponent by throwing sand into their face, poking their eyes, etc.
The opponent must make a dexterity save with a dc of 8+your proficiency bonus +your dex bonus or be blinded until the next turn.
-You may use a bonus action to pierce your opponent with a sharp object (shank, shard of glass, pen, etc.). The opponent must succeed a dex save with a dc of 8+your proficiency bonus +your dex bonus or gain the bleeding condition.
If you are grappling the target of your abilities, you do not have to use a bonus action. You may use this ability once per turn. You have an amount of uses equal to you proficiency bonus, you regain the uses on a short or long rest.

Drunkard Resolve

starting at level 10, you gain the following benefits:
-you gain 1d6 extra unarmed strike damage and improvised weapon damage
-you gain advantage on checks against getting charmed or frightened
-you gain advantage on str saving throws

When the Fat Lady Sings:

Starting from level 14, you learn how to make the best of a bad situation.
When under half of your hit points, rounded up, you gain the following benefits.
-Your unarmed strikes gain an extra 1d6 damage, as well as you improvised weapons.
-You are immune to being frightened, charmed, intimidated or stunned.
-When you drop to zero hit points, you may expend a rage to keep yourself going. When you do this, your rage timer resets, you heal an amount of hp equal to your remaining hit die. At level 20 the amount of times you can use this ability is equal to your proficiency bonus, and you regain all uses on a long rest.
These benefits disappear when you regain hit points to be past half.

Previous Versions

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