Barbarian
Base Class: Barbarian

While most barbarians hail from the wild places of the world, you found your rage in the underbelly of civilization. Your abilities come from a combination of determination, grit, and street smarts. Brawler's like you have existed as long as cities have been around, and you all have one thing in common, you prefer to settle things with your fists.

Path of the Brute Features
Barbarian Level Feature
3rd Unarmed and Dangerous
The Wrong Crowd
6th Concussive Blows
10th Iron Grip
14th Brutish Determination

Unarmed And Dangerous

Starting when you take this path at 3rd level, your time spent in the seedy underbelly of civilization has honed your body into a deadly weapon. Your unarmed strikes count as natural weapons and deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d10.

Your time fighting and carousing in the sleazy places of the world has honed your rage. While you are raging, you gain the following benefits:

  • You add half of your Rage Damage bonus (rounded down) to your attack rolls for your unarmed strikes.
  • When you deal damage to a creature with a two-handed unarmed strike, you can use your bonus action to attempt to grapple the creature, as long as you can grapple a creature of it's size.
  • When you deal damage with an unarmed strike to a creature that you are currently grappling, you deal an additional 1d6 bludgeoning damage to the target. This additional damage increases to 1d12 at 10th level.

The Wrong Crowd

Also at 3rd level, drinking, causing trouble, gambling, and other types of tasteless hedonism count as light activity for you. When you take a long rest, as long as you sleep for four hours, you can spend the remaining duration of your rest carousing. You gain the full benefits of your long rest as long as you don't take any damage.

Concussive Blows

At 6th level, your fists rival the most famous of masterwork weapons. Your unarmed strikes count as magical for the sake of overcoming resistances and immunities.

Also, when you hit a creature with an unarmed strike, instead of dealing damage, you can instead force that creature to make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is stunned until the beginning of your next turn. You may use this ability a number of times equal to your Constitution modifier. You regain all uses when you finish a long rest.

Iron Grip

Starting at 10th level, once you have a hold of something it is near impossible for it to escape. You can grapple creatures of any size. If the creature is more than one size larger than you it can move as normal, but you move with it. When you drag a creature that is grappled by you your movement speed is not halved. In addition whenever you make a (strength) athletics check to grapple a creature you can treat a d20 roll of 9 or lower as a 10.

Brutish Determination

At 14th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. This bonus also applies to death saving throws. If you roll above a 20 on a death saving throw with this bonus it has the same effect as rolling a natural 20.

At the beginning of each of your turns in combat, while you are raging, you gain temporary hit points equal to 5 + your Constitution modifier (minimum of 1).

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