Base Class: Barbarian
Barbarians who follow the path of the Brawler tend to come from larger tribes or can even be cityfolk where fistfights are a regular occurrence. These Barbarians have learned to endure brutal beatings and give out just as brutal punishment, sometimes just for fun. They fight in taverns or bars, fighting rings and underground clubs, anywhere where they can make some coin or let off some steam, some even learn to fight monsters this way.
Path of the Brawler
Beginning at 3rd level when you take this path you gain proficiency with improvised weapons, advantage on constitution saves to avoid the poisoned condition due to intoxication and you gain the following benefits while you are unarmed or wielding only improvised weapons and you aren’t wearing armor or wielding a shield:
- While raging, you apply your bonus damage from raging to your unarmed strikes and improvised weapon attacks.
- You can roll a d6 in place of the normal damage of your unarmed strike or improvised weapon attacks. This die changes as you gain barbarian levels. increasing to a d8 at level 6, d10 at level 10 and a d12 at level 14
- When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a stool, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Barfight Veteran
You have advantage on Attack rolls against a creature you are Grappling. Additionally, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls for improvised weapons or weapons with the thrown property, and your ranged weapon attacks with improvised or thrown weapons ignore half cover and three-quarters cover.
Float Like a Pixie
At 10th level, you have become adept at avoiding obstacles in your path. You ignore difficult terrain caused by physical objects or rough ground and your bonus move speed from your Fast Movement trait increases by another 10 feet.
Haymaker
Beginning at level 10, you have learned to focus all your energy into one strike and knock the wind out of your opponent. Before you make an unarmed strike on your turn, you can declare that you are making a Haymaker attack and take a -5 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage and the target must make a Constitution saving throw. On a failure, the target is stunned until the end of your next turn. You can use Haymaker a number of times equal to your Constitution modifier. You regain all uses after a short rest.
Sting Like a Wyvern
At 14th level, you have been knocked unconscious so many times that you have tapped into the ethereal plane and you have learned to fight smarter, aiming for your opponents weak points. You can cast the Blink spell once with this trait and regain the ability to do so when you finish a short or long rest. Constitution is your spellcasting ability for this trait. Additionally, while you are raging, your weapon attacks score a critical hit on a roll of 19 or 20.
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