Base Class: Barbarian
Barbarians often follow paths to shape their rage, however, some barbarians do something different, for example barbarians that follow the path of the braawler decide to "purify" their combat style and master the art of ripping their enemies appart with their bare hands, often barbarians of the path of the brawler see combat as a form of prayer and praising, wether is dedicated to a god, themselves or simply the act of fighting, this barbarians think of combat as a way to achieve purity and aim for a graeter strenght,and so they refuse to use weapons most of the time in order to give honor to the act of combat.
Bonus feat
Starting when you choose this path at 3rd level, you gain the Grappler feat as a bonus, additionally if your GM allows it, you can also gain the Crusher feat
Strong hands
Beginning at 3th level, you become proficient with unarmed strikes, your unarmed attacks now use a 1d4 instead of a 1, and when you rage you can add an aditional unarmed strike dice, additionally you can add your proficency bonus to the damage and if you make an unarmed attack you can make an aditional attack as a bonus action, your unnarmed strike dice changes as you reach certain levels with this subclass
Advanced bare hand fighting
Beginning at 6th level thanks to your training you have become stronger and more skilled in unarmed combat that most humanoids could only dream off, your unarmed strikes now use a d6 instead of a d4 to calculate the damage done, unarmed strikes are also counted as magical to overcome resistance to non magical weapons, additionally if you meet the requirements you can perform one finnisher from the list below, the DC for this finishers is 8+your strenght modifier+ your proficency bonus
- Suplex: When you are grappling a creature the creature must make a dexterity saving throw, on a failed save the creature takes damage equal to one critical hit from your unnarmed strike, is left prone and is stunned until the end of your next turn, on a succes the creature takes damage equal to a normal attack and resists the stun effect
- Attitude adjustment: When you are grappling a creature you pick the creature over your head and slam it against the ground, the creature is knocked prone and is still grappled by you, whenever the creature tries to break free from your grapple it must first succed on a strenght save, on a fail the creature automatically fails to break free from your grapple and takes damage equal to your one of your unarmed strike dices
- Tombstone: When you are grappling a creature you hold the creature with its head facing the ground and let yourself fall with all your weight, the creature is knocked prone and must succend on a CON saving throw, the creature takes an amount of your unarmed strike dices equal to your Constitution modifier and its stunned for an amount of turns equal to your Constitution modifier on a failed save, the creature takes half damage as resists the stun
- Spear: When you run up to 10 feet in a straight line and hit a creature as a reaction, force an saving throw, the creature must succed on a CON save, on a failed save the creature takes damage equal to two of your unarmed strike dices and is knocked prone, on a succes the creature takes half damage and its not knocked prone
- RKO: When a creature walks into your oportunity attack range form behind you can use your reaction to lift the creature and slam it against the floor, the creature must succed with a Dexterity saving throw, on a failed save you can go on with the technique, you must roll for an attack, on a succesfull hit you slam the creature against the ground and deal damage equal to the creature CON modifier+your STR modifier in unarmed strike dices, the creture is knocked prone and is stunned until the end of your next turn, if the attack fails the creature is now grappeled by you
Avatar of combat
Starting at 10th level, you reached such a mastery in unarmed combat that the mere act of raging fills your allies with strenght, while raging all allie creatures within 20 feet from you gain all resistances that you may have and also gain advantage on strenght and constitucion saves and checks, your unarmed strike dice turns into a 1d8, additionally as part of the same bonus action you take to enter your rage you can choose to enter a combat trance, while on this state whenever you make an unarmed strike you can make a number of unarmed strikes equal to your proficency bonus as a bonus action for a minute, when this minute ends you gain an exahustion level and on your first turn after the combat trance ends you cant take actions, bonus actions, movement or reactions and your speed is reduced to half for 1 minute, you can choose to enter this state once per day and if you dont already have an exahustion level or more
Master of bare hands
At 14th level, you become a master while using your bare hands, your unarmed strike dice is now a d10 and you can grapple cratures up to 2 sizes larger than you and cannot be grappled by a creature that is not at least 2 sizes larger than you or has this same subclass feature, additionally your unarmed strikes cannot be resisted or have penalties to damage and saving throws from your finishers are made with disadvantage by any creature
Previous Versions
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7/23/2021 2:20:45 AM
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