Barbarian
Base Class: Barbarian

Not all barbarians focus their efforts on great weapons and heavy blows, when one of the truest rages is the one forged in the burning cauldron of the streets and the cold winters of the arena. With quick and powerful rage-fuelled strikes, Path of the Brawler barbarians can use their fighting skills to grapple and shove enemies where they need to be, then pummel them into submission.

Fists of Fury

Starting when you choose this path at 3rd level, you have learned to specialise in powerful street combat. You gain proficiency in improvised weapons. You can roll a d4 in place of the normal damage for your unarmed strikes and improvised melee weapons. This die increases to a d6 at 6th level, a d8 at 12th level and a d10 at 17th level.

Rough And Tumble

Starting at 3rd level, you have mastered the ability to improvise and find advantages in the midst of a brawl. While raging, you gain the following benefits while you are unarmed or wielding only improvised melee weapons and you aren't wearing heavy armor:

  • You may make an attack against a creature you are grappling as a bonus action.
  • Once per turn, when you attempt to Shove or Grapple a creature, you may make an attack against that creature as part of the same action.
  • When a creature misses you with a melee attack, you may use your reaction to make an opportunity attack against them.
  • Your unarmed strikes and improvised weapon attacks deal double damage to objects and structures.

Channelled Ferocity

Beginning at 6th level, you can channel your rage through your body to a supernatural degree. Whenever you take damage while raging, you can use your reaction to harden your muscles to the blow, immediately gaining 2d6 + your Constitution modifier temporary hit points. Once you use this feature, you can't use it again until you complete a short or long rest.

When you reach certain levels in this class, you can gain greater temporary hit points: by 3d6 at 10th level and by 4d6 at 14th level.

Additionally, while you are raging your unarmed strikes and improvised melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rowdy Feasting

At 10th level, you can host grand improvised feasts for your allies in preparation for a great battle. When you spend at least one minute preparing a feast for your allies, any friendly creature who spends at least ten minutes partaking can immediately gain the benefits of a short rest, and are immune to being charmed or frightened for one hour. A creature can't gain the benefits of the same feast twice and once you use this feature you can't use it again until you finish a long rest.

Hulking Presence

At 14th level, your skills at unarmed brawling are unparalleled. You gain the following benefits:

  • You count as one size category larger for the purposes of Shoving or Grappling.
  • You double your proficiency bonus for Athletics checks.
  • Whenever you attempt to Shove a creature, your unarmed strikes and improvised melee weapon attacks have reach until the start of your next turn.
  • Once per turn before you make an unarmed strike or improvised melee weapon attack you can choose to take a -5 penalty to the attack roll. If the attack hits, it deals an additional 2d8 damage. You may use this feature a number of times equal to your Strength modifier, and regain all expended uses on a long rest.

Previous Versions

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1/9/2023 12:43:02 AM
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