Base Class: Barbarian
An ancient and ancestral power, passed down through generations of your bloodline enables you to throw things more powerfully, and throw larger things.
Tavern Brawl
Barbarians who take the Path of Brawler often forgo traditional weapons and rather trust their fists, kicks, and whatever items are around them, be it tables, chairs, or ladders. You are proficient with improvised weapons and your unarmed strike deals 1d8 + your Strength modifier. Once you’ve reached 6th level, your unarmed strikes and improvised weapon attacks are considered magical for the purpose of overcoming resistance and immunity.
Ancestral Bond
You form an ancient and ancestral bond with a weapon of your choice, imbuing it with an ancient bond of your ancestors.
At the 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon with the thrown property and that doesn't have the special property. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. This ritual can only be completed with one weapon at a time, and can also be done during the conscious hours in a long rest.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to you.
You can have up to two bonded weapons and can summon one or both with the same bonus action. When you reach the 6th level, the number of weapons you can share a bond with increases to 4, at the 12th level it's 6, and at the 16th level, it's 8. Whenever you summon back more than 2 at a time, up to 2 appear in your hands while the rest appear on your person/sheathed.
If you ever attempt to bond with a weapon when already at your limit, you must break the bond with one of the previous weapons.
Additionally, when making a ranged attack with your bonded weapon while within 5 feet of a hostile, you don't suffer disadvantage on the attack roll.
Increased Weapon Bond
Beginning at 6th level, when you are raging, you can use your bonus action to grapple and shove.
Additionally, your bonded weapons now count as magical (if they don't already) for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, your effective range for bonded weapons increases by 20. For example, a dagger would go from (range 20/60) to (range 40/80).
Ancestral Grapple
Beginning at 10th level, when you successfully grapple a creature that is the same size or smaller than you, you can use it as an improvised weapon.
The creature will take half of the damage you deal.
The creature can roll a Strength saving throw on the end of its turn to break free.
Giant's Grasp
Starting at 14th level, your rage-fueled might enables you to wield colossal foes as weapons. When you are raging and make a successful melee attack against a Huge or smaller creature with a melee weapon, you can use your Giant's Grasp feature.
As an action, you attempt to grapple the target creature. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you have successfully grappled the creature.
On subsequent turns during the same rage, you can choose to throw the grappled creature as an improvised ranged attack. Make a ranged attack roll using your Strength modifier, with a range of 20/60 feet. If the attack hits, the grappled creature takes damage equal to your Barbarian Rage damage plus your Strength modifier, and it is knocked prone at the end of the throw. If the attack misses, the creature lands in an adjacent square determined by the DM.
Once you use this feature during a rage, you can't use it again until your next rage, or after 10 minutes, whichever is higher.







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