Base Class: Barbarian
When you hit, you hit hard. The Path of the Brawler is the embodiment of looking to get into a good scrap. The Brawler lives to fight the next fight, to find that perfect match and strike them down with raw fury. Take a drink and enjoy the rush.
Broken Ribs and Bruised Knuckles
- Broken Ribs: Your rough and tumble lifestyle has caused you to become rather accustomed to being beaten to a pulp. To get you back to the fight quicker, your body heals quicker than others. On a short rest, you may heal an additional Hit-Dice+ your Barbarian Level + CON modifier.
- Bruised Knuckles: Starting at 3rd level, you gain proficiency in unarmed strikes and improvised weapons. Additionally, your unarmed strikes do 2d4 damage at level 3. This increases to 2d6 at level 6, and one last time to 2d8 at level 12.
Shots all Around
You have two true loves in life, alcohol and a good fight. No matter the circumstance, those take priority over all. At 6th level, gain the following benefits:
- Pub Crawl: Any village, town or city worth its weight in ale has a good pub or tavern. Your ears are accustomed to the clamorous din and hearty laughter of a good pub. So long as there is a pub or tavern in a settlement, you can take a few moments and without fail, you can find it. You will always remember where it is, and how to get back to it.
- Mithril Liver: You've consumed enough alcohol to kill a dragon, it's no surprise your liver is the strongest part of your body. You gain advantage on all hangover, drunkenness, and poison saves.
All Scraps are Good Scraps
Starting at 10th level you gain the following benefits:
- Into the Fray: Getting into the fray is just as important as staying in it, and tackling the fool who threw his tankard at yo has top priority. You may dash as a bonus action.
- Meatshield: When your arms are occupied it can spell defeat in battle, luckily the guy you have in a headlock makes a wonderful shield. While you rage and as a reaction, you may use a grappled opponent as a shield to parry the blow. This reaction increases your AC by 2 and you swap places with your grappled opponent. This movement can provoke attacks of opportunity. If any of the attacks against you miss because of the added AC, the grappled opponent takes damage from the attacks instead.
Breaking Glass and Kicking Ass
Starting at 14th level gain the following benefits:
- Sucker Punch: Nothing like breaking a nose to start a fight. When an enemy enters your unarmed or improvised weapon's reach, you may make an attack of opportunity. You may forgo your attacks to attempt to grapple instead.
- Grand Slam: Some times, the best way to deal with an opponent is to use them as the weapon. If you have an opponent grappled and drag them at least 10 feet, you can make an opposed strength check to try throwing them. If you succeed, the grappled opponent goes flying another 10 feet and has to make a DC 15 DEX save. On a failed save, they are knocked prone and take 2d6 bludgeoning damage. On a successful save, they land on their feet and take half as much.
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