Barbarian
Base Class: Barbarian

While some fight with the sword, the bow, or magic, you take a simpler path. You have trained to use your fists, your knees, your head, and maybe the occasional table leg or bar stool. You can take a hit and keep fighting, and on some level, you enjoy taking a hit, as it invigorates and urges you on to keep fighting. As you gain levels in this class, you grow as a brawler, gaining fame and glory as you become stronger and more capable of winning a scrap you might find yourself in.

Tavern Brawler

When you select this Primal Path at 3rd level, you gain the following features:

  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage. This die increases to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

 

Pugilist

By 6th level, you have mastered the basics of unarmed combat. The damage die for your unarmed strikes increases to d6. In addition, when you hit a creature with an unarmed strike, you may impose one of the following effects on the target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

The DC for saving throws made for the chosen effect is equal to 8 + your Strength modifier + your proficiency bonus.

Champion Fighter

Your skills have much improved, and you now no longer concern yourself with being hit by your opponent. In fact, it makes you fight harder. Starting at 10th level, the damage die of your unarmed attacks becomes a d8. In addition you can use a bonus action on your turn to expend any number of Hit Die to regain hit points. You may use this ability as long as you have Hit Die available, as per the rules for Hit Die.

King of the Ring

At 14th level, you have become one of the best around, and your fists strike faster than before, and are strong enough to break through even magical defenses. You gain the following features:

  • The damage die of your unarmed strikes becomes a d10.
  • You may attack an additional time on each of your turns when you take the Attack action, but this attack must be made as an unarmed strike. 
  • Your unarmed attacks count as magical for the purposes of overcoming resistances and immunity.

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