Barbarian
Base Class: Barbarian

Thirteenth annual melee tournament, Zakóta, 3165. After winning his fifth fight in a row and being crowned the new champion, Evan "Denim" Mackelmace addressed the roaring crowd; "Some of them fight with discipline. Some fight with rage. But it doesn't matter if you're some grand dragon-slaying hero, the most skilled swordsman this side of the badlands, or you use some fancy magic tricks to try and catch up- you're not gonna beat me. Because you all fight for glory, and I- well, I just like hurting people."

 

Some call them sadists, some call them sociopaths, but none say they're not horrific foes. Those who walk the Path of Brutality are among the most vicious, dangerous combatants in the realms. Often nihilistic at heart, these barbarians revel in the brutality and pain of combat, bloodying and beating their foes with no heed to common courtesies or rules of combat. Barbarians like this are often enforcers for violent gangs, particularly dangerous bar brawlers, and more often than not accomplished street fighters. 

(Author's Note: As I'm designing a dystopian 80's vibe setting where I blast synthwave at my players, I figured it was only right to make a Hotline Miami themed subclass for barbarian. Initially I considered monk, but I ultimately think brutal critical and rage damage provide a better synergy for this, admittedly situationally busted subclass.)

Level 3: Work with What You've Got

You are proficient with improvised weapons, and your unarmed melee strikes now deal 1d8 damage. 

 

Additionally, when you pick up and use an improvised weapon to hit a creature, your hit becomes a critical hit. This can only be triggered once per turn, and only works if you have not used this particular improvised weapon yet this combat.

Level 3: Exposure!

Once per turn, when you hit a large or smaller creature with a weapon or unarmed attack that deals bludgeoning damage, you can force a creature to make a strength saving throw. (DC 8 + your proficiency bonus + your strength modifier). On a failed save, the creature is knocked prone. 

 

When you are within five feet of a prone creature, you can pin them (no action required). While pinning a creature, the creature is restrained, and your speed is set to zero, until you use a bonus action to get off the creature. While pinning a creature, you get extra attacks when attacking the creature- an amount equal to your proficiency bonus. These bonus attacks can only be made with unarmed, improvised, or light weapons. While pinning a creature, you cannot attack any target other than the pinned creature. At the start of each of its turns, a creature can make an Athletics or Acrobatics check (no action required) to escape the pin, contested with your own Athletics check. 

Level 6: Combo!

When you reduce a creature to 0 hp with a finisher attack, you gain temporary hit points equal to double your barbarian level.

Level 10: Showdown

When you reduce a creature to below 25% of its maximum hp with a finisher attack, you can make another attack (this attack cannot have advantage nor disadvantage.) On a successfil hit, you instantly kill the creature. When you kill a creature this way, you immediately stop pinning the creature and may move up to your speed without provoking oppurtunity attacks.

Level 14: You Like Hurting Other People

Your melee attacks now affect creatures in a 5 foot cone. This can benefit from the reach property or other features which increase your range.

 

Additionally, when you hit a creature with a melee attack which has a challenge rating equal to 1/4 of your level, you can immediately reduce it to 0 hp.

Previous Versions

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4/8/2025 7:58:32 PM
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