Base Class: Barbarian
Some Rage isn't drawn from buried hate or pain. For some barbarians only seek the thrill of a good fight! The Path of the Brawler is the embodiment of looking to get into a good scrape. The brawler lives life to fight the next fight. They live to find that perfect match, and strike them down in a blazing fiery.
Bruised Knuckles
Starting at 3rd level, you gain proficiency in unarmed strikes and improvised weapons. Additionally you may make "Dual Wield" unarmed attacks. this allows you to make two unarmed strikes per attack. This stacks with "Extra Attack" feature at 5th Barbarian level for a total of four (4) Strikes per action. Your unarmed strikes do 1d4, but can be improved with fist weapons.
Broken Ribs
Your rough and tumble lifestyle has caused you to become rather accustomed to being beaten to a pulp. To get you back into the fight quicker you body heals quicker. On a short rest you may heal hit-dice + Barbarian Level + Con modifier.
Combo Breaker
When you are unarmed and have a creature grappled you begin a combo, for each round you maintain a grapple you gain one combo point, granting access to more combo moves. If the grapple is lost you can store up to your proficiency bonus in combo points and any other points are lost. You have two types of combo moves that you can use during a grapple, offensive and defensive.Whenever you use an offensive move, after the action is over the grapple is lost. Whenever you use a defensive move you may still maintain the grapple and move up tiers as normal.The list of combo moves is detailed at the end of the archetype. Some moves require a saving throw. the DC for this is listed below.
Combo save DC = 8 + your proficiency bonus + your Strength modifier
Grappling Maneuvers
At 3rd level you choose 3 Maneuvers from either Defensive or Offensive Maneuvers. (Choose two more at 7th,10th,15th level)
Offensive
Boar Buster: As part of an attack action you can deal an additional 1d6 damage to the target of your grapple. Cost: 1
Jotun Slam: As part of an attack you lift and slam a creature into the ground. You deal 4d6 + Strength modifier bludgeoning damage and the target must make a Constitution save. On a failed save they are stunned for one round. Cost: 4 Requires 7th Level
Trollplex: As part of an attack action you can throw a grappled target a number of feet equal to twice your Strength modifier. They take 3d6 + Strength modifier bludgeoning damage and are knocked prone. Cost: 3
Giant Swing: As part of an attack action you can swing a grapple target any one within 5ft has to make a Dex save or take 2d6 bludgeoning damage or half on a save. The grapple target thrown 10ft and take 2d6 or 3d6 if they hit a wall. Cost: 2
Mjölnir Drop: As part of an attack action you leap a number of feet equal to four times your Strength modifier into the air and comedown with a mighty elbow. You deal 5d6 + 1d6 for every 5feet you fell + Strength modifier thunder damage. The target must make a Constitution save or be paralyzed and all creatures within 10 feet of the target must make a Strength save or be knocked back 10 feet. Cost: 5 Requires 10th level
Defensive
Kraken Lock: As an action you force the grappled creature to make a Constitution saving throw. On a failed save they are rendered unconscious. Cost: 5 Requires 10th level
Low Bloki: When you are the target of an attack you may use a reaction to make a creature grappled by you make a Strength saving throw. On a failed save the grappled creature becomes the target of the attack instead. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to force a creature grappled by you to make a Strength saving throw. On a failed save you can interpose them between you and the blast. They become targeted by the effect and you take no damage. Cost: 3
Meatwall: As an action you may take cover behind a creature grappled by you. You receive 3/4 cover. Cost: 4 Requires 7th Level
Tag Team: You can use an action to allow an adjacent friendly character to make an attack with advantage against the target of your grapple as a reaction. Cost: 2
Wolfs Jaws: As an action you can impose disadvantage on the grappled targets next attack roll. Cost: 1
Arm Breaker: As an action you can attempt to break the grappled targets arm. You make a strength contest and they take 3d6 bludgeoning if you win, but if they fail by 5 or more you break their arm and they have disadvantage on strength and attack rolls with that arm. if you lose the strength contest your grapple ends. Cost: 3
Jarls Grip
Starting at level 6, if a creature breaks free of your grapple.you may use a reaction to re-roll your dice to maintain thegrapple. If you succeed in maintaining the grapple you do notreset your combo meter.
Ragnarock
Starting at level 10, If you have a creature grappled and prone, they suffer disadvantage to Strength (athletics) and Dexterity (acrobatics) checks to break free.
Master Grappler
at 14th level you can now attempt a grapple as a bonus action.
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