Base Class: Barbarian
Whether seeking fame and wealth in underground fighting rings, participating in gladiatorial combat to earn freedom, or indulging in tavern fights, barbarians who follow the Path of the Brawler use rage as a means of survival, fueled by the primal instinct or self-preservation. You fight ferociously even while unarmed, channeling your rage into each strike as if it could be your last.
Path of the Brawler Features
|
Barbarian Level |
Feature |
|---|---|
| 3rd | Unarmed Combat (1d6) |
| 6th | Heavyweight |
| 10th | Fierce Competitor, Unarmed Combat (1d8) |
| 14th | Uppercut |
| 17th | Unarmed Combat (1d10) |
Unarmed Combat
At 3rd level, when you adopt this path, your experience in unarmed combat gives you the ability to use your body as a weapon. You gain the following benefits while you are unarmed and you aren't wearing heavy armor:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes to a d8 at 10 level and to a d10 at 17th level.
- When you use the Attack action to make an unarmed strike or to grapple or shove a creature on your turn while raging, you can make one unarmed strike as a bonus action.
Heavyweight
Beginning at 6th level, you can contend with foes much larger than yourself, and you are able to better defend yourself while grappling. While you are raging, you count as one size larger when grappling or shoving, and creatures that you are grappling don't gain advantage on attack rolls against you when you use Reckless Attack.
Fierce Competitor
At 10th level, your carrying capacity and the weight that you can push, drag, or lift are doubled, and your jump distance increases by a number of feet equal to your Strength modifier.
Uppercut
Starting at 14th level, when you use the Attack action to shove a creature, the target takes bludgeoning damage equal to your Strength modifier if your shove succeeds, and you can push the creature up to 10 feet away from or knock the creature up to 10 feet into the air. If you knock the creature into the air, it falls at the start of its next turn if it has no means to stay aloft.
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