Barbarian
Base Class: Barbarian

For some, combat is not a terrifying, perilous struggle, nor is it a solemn, grave duty. For the Barroom Brawler, combat is a joyous revel, an expression and release of emotion, and something no day is complete without. Barroom brawlers are found in bars with flimsy wooden furniture, in flashy arena fights, in the woods seeking new challenges, on the front lines of conflicts, and, now and then, in insane asylums. 

The rage of a barbarian following the path of the Barroom Brawler is typically not outright anger, but instead maniacal, overwhelming glee, joy in the sensation of the adrenaline and blood pumping, the thrill of the fight.

Barroom Armory

Your time spent getting into fights in unexpected places has taught you that anything can be a weapon with enough determination and a good bit of creativity. You gain proficiency with improvised weapons, and learn how to use them in special ways, determined by their size:

Improvised Weapon Type Damage Properties Examples
Light 1d4 Light, Thrown (40/80) A wine bottle, a table leg, or a frying pan
Medium 1d6 Versatile (Special*) A chair, a coatrack, or a full backpack
Heavy 1d10 Heavy, Two-Handed A table, a small tree, or a dead body

* When wielded with two hands, this weapon deals the same damage, but grants a +1 bonus to Armor Class.

The damage type for an improvised weapon is usually bludgeoning, but may be other types when it makes sense, at the DM's discretion. For example, a fork might deal piercing damage, a broken bottle could deal slashing damage, and a torch could even deal fire damage.

You also gain proficiency in your choice of Carpenter's tools, Cook's Utensils, Blacksmith's Tools, or a Brewer's Kit. You've broken enough things that you've learned how to replace at least some of them.

Splintering Smash

You have learned to strike with such ferocity that your own weapons cannot take the force.

While raging, immediately after you hit a creature with a melee weapon attack or a ranged weapon attack with a thrown weapon, you can choose to break your weapon. If you do so, the weapon is broken beyond usability, and you can do one of the following as a bonus action:

  • You throw the remains of your weapon at the creature, dealing an additional 1d6 damage of the same type as was dealt by the attack.
  • You attempt to grapple the creature struck by your attack.
  • You throw the creature 10 feet directly away from you.

You cannot choose to break your weapon if it is a magic item or is otherwise exceptionally difficult to break.

Free Object Interaction

As a reminder, a character can interact with an object in the environment without using an action once per turn. This includes drawing a weapon or picking up an improvised weapon.

Headstrong

Starting at 6th level, your passion for battle protects your mind from effects that might keep you out of the fray. You gain proficiency in Wisdom saving throws.

Spirited Smashing

At 6th level, you have learned to use your surroundings to almost supernaturally deadly effect. Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Splintering Critical

Starting at level 10, any time you roll a 19 on the die for an attack roll, you can break your weapon as in the Shattering Smash feature in order to treat the attack as a critical hit. This still counts as breaking your weapon and allows you to take the bonus action in your Shattering Smash feature.

Irresistible Revelry

Starting at 14th level, your passion for violence can drag others into the same mindset. Once on your turn when you damage a creature with a weapon attack while raging, you can force the target to make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus). On a failure, the creature must use its action and movement on the next turn to approach and physically attack the nearest creature (allied or hostile) it is aware of. The creature can use its normal intelligence and any bonus actions while attacking, but is otherwise limited to melee and ranged weapon attacks. If the affected creature can not reach the nearest creature using its movement, it will take the Dash action. This is a charm effect.

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