Barbarian
Base Class: Barbarian

For some barbarians, their rage helps them stay on their feet during ring matches... and the potential fight in the alley afterward. The Path of the Brawler is less about fury, and more about reveling in the pain, thrill, and glory of battle.

This subclass is a Quixotic-Dragon production.

In order to help us improve it, please take a moment to rate it and comment your answers to the following questions:

  • Is this subclass unique enough to be justified as its own thing?
  • Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
    • If so, what?
  • Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
  • Are there any changes you would make in order to make the subclass more fun or easier to play?
  • Are there any other notes or improvements you would make to this class that were not mentioned in these questions?

Thank you for taking part in our creative process! We hope to have a refined version available soon!

The Old One-Two

Starting at 3rd level, you are proficient with unarmed strikes. If you use your Attack action to make an unarmed strike, you can make another one as a bonus action. Your unarmed strike damage is 1d4 + your Strength modifier, and your extra rage damage applies while raging. This die increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Put your Mitts Up

Starting at 3rd level, as a reaction, you can block unarmed and melee strikes as a reaction. If the damage is bludgeoning or from an unarmed strike, the attack is reduced by 1d10+ your Constitution modifier + half your barbarian level, rounded down. If you have special boxing gauntlets, this can block more damage types, though the exact type it will block depends on the rarity.

Fists of Fury

Starting at 6th level, while raging your unarmed strikes are considered magical for purposes of overcoming resistance, and you deal an extra 1d4 of damage. Additionally, you can choose to add the fire typing to your unarmed strikes, and the target must make a contested Strength saving throw or be knocked back 5 feet.

Saved by the Bell

Starting at 10th level, you can call "time" in combat. When you do, your rage ends and you regain a use of rage (if you were raging), a bell tolls that all creatures within 300 feet can hear, a chair and water bottle magically appear, and you can use a full action to gain the effects of a short rest. You can use this ability once per long rest, if you are below half health and in immediate danger. You can still be targeted by attacks while in this action, and are considered prone.

Flash Knockdown

Starting at 14th level, you gain the ability to make a showstopping attack. This could be an uppercut or a quick jab, but ultimately it leaves your target on the floor. You can spend a bonus action each round that you use your Put Your Mitts Up ability to store the damage you mitigated that round. You add up this damage in a reservoir of Focus Points. You can do this a number of times equal to your Proficiency bonus, and it doesn't have to be consecutive rounds, but you lose all stored Focus Points at the end of an encounter if you haven't used them. You can channel these Focus Points into an unarmed attack, dealing Force damage equal to the number of points stored, and the target must make a Constitution saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be paralyzed until the end of your next turn and knocked prone. After you make this attack attempt, the Focus Points disappear, and you must complete a short or long rest before you can use this skill again. If you hit with this attack, your rage ends.

Comments

Posts Quoted:
Reply
Clear All Quotes