Barbarian
Base Class: Barbarian

Brawler Barbarians aren't your typical Berserkers. No. They don't have anything to prove, and they aren't on some grand mission. These Barbarians are only interested in one thing: Beating everything everything in sight to a pulp whilst consumed in a blind rage. Whilst most Barbarians will use weapons such as an axe to fight their foes, these rage consumed fighters will use nothing but their fists to prove their might in battle.

Pugalistic Prowess

  • At 3rd level, your Unarmed Strikes deal 1d8 + your Strength modifier of bludgeoning damage. At 8th level, the d8 becomes a d10. At 14th level, the d10 becomes a d12.
  • While raging, you can use your bonus action to make an unarmed attack.
  • You are capable of using a shield as an unarmed strike, but only if you are utilizing Unarmored Defense.
  • You gain proficiency with improvised weapons such as broken bottles, chairs, or frying pans, and you can use them to make ranged attacks. The amount of damage that an improvised weapon does is equal to your unarmed strike damage.
  • You can now grapple as a bonus action

Street Smarts

Your exploits doing street business have lead you to get good at reading people's intentions. At 3rd level, you gain proficiency in the insight skill.

Brutal Charge

  • While raging, you gain the ability to dash as a bonus action.
  • At 6th level, You gain the ability to tackle an enemy. In order to tackle and enemy,  you must first take the dash action as a bonus action. Then, you lunge at the enemy for a distance of at least 10 feet. During this action, you can choose to do two separate action of three listed at the same time below:
    • You can Grapple an enemy
    • Knock the enemy prone
    • Make an Unarmed Strike
    • Tackle save DC = 8 + your proficiency bonus + your Strength modifier

Enchanted Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Incalculable Strength

  • At 10th level, your carrying capacity is equal to that of a large creature, and your maximum jump distance is doubled.
  • Your damage modifier on your unarmed strikes and improvised attacks is doubled. (For example, if your damage modifier on attacks is +3, it would become +6)

Unparalled Swiftness

  • Your speed increases by 10
  • Once per long rest, if you fail a dexterity saving throw, you can choose to succeed it instead.

Grapple Master

  • Starting at 14th level, when you are grappling an enemy, you can attack with both your action and bonus action, and you can maintain your grapple once per turn separate from your action and bonus action.
  • You have advantage on attack rolls against the creature you're grappling.
  • You can now grapple enemies that are two sizes larger than you.

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