Barbarian
Base Class: Barbarian

Brawlers prefer to use their own natural gifts rather than rely on weapons. Chopping someone in half with an axe is nice and all, but there’s nothing quite like breaking a man with your bare hands. The Path of the Brawler is for those who like to get their hands dirty ... really, really ‘dirty’. They are self-reliant in combat, requiring neither weapons nor armor.

Brawlers specialize in unarmed combat. They can capture foes in a crushing Bearhug, slowly draining away their strength, and their life. They use their enemies against each other - literally. Not in that head-game way that Bards love, but actually throwing them around the field of battle. They can even throw their allies into the fray, creating a powerful combo attack. Finally, they develop a signature move; a devastating Finisher that can deal massive damage and leave the target stunned.

Scrapper

You use whatever means are at your disposal to rain blows upon your opponent. Whether it be pummeling them with your bare hands or thrashing them with the nearest object in reach. You are Proficient with Improvised Weapons and your unarmed strikes deal 1d4 damage plus Strength modifier bludgeoning damage. Additionally, you may apply your Rage Bonus to your unarmed strikes. Beginning at 10th level, your unarmed Strike damage increases to 1d6 plus Strength modifier.

Headbutt

You really know how to get your head in the game. Fists and feet aren’t your only weapons. In fact, sometimes those aren’t even free to use. You are skilled at dealing damage by any means necessary. Now that’s using your noggin. You can make a headbutt attack as a Bonus Action that deals 1d4 plus Strength modifier bludgeoning damage. You may use this ability while incapacitated if you can still move your head and can sufficiently reach the target (e.g. you are face to face with your target, a captor gets too close during his inevitable monologue, there’s a convenient nose right behind your head, etc.).

Bearhug

You can grab an opponent in your arms, squeezing the life out of them and leaving them feeling helpless in the process. Such is the strength of your Bearhug that, even if they break free, they are left breathless.

If you are grappling a target that is the same size as you or smaller, you can use an Action to capture them in a Bearhug. While you have a target held in a Bearhug, you and the target are both restrained and incapacitated, though your target may still attempt to escape. When you initiate the Bearhug and at the beginning of your turn, you automatically deal damage to the target equal to your Strength modifier. This counts as an attack for your Rage, both gaining the extra damage and maintaining the Rage. Beginning at 6th level, the target must make a Constitution Save (DC = 8 + your Strength modifier + your Proficiency Bonus) at the beginning of their turn or suffer 1 level of Exhaustion. All exhaustion caused by a Bearhug is healed whenever the target takes a short rest. Beginning at 10th level, you may attempt to use your Bearhug against a target 1 size category larger than you.

Beat a Dude with another Dude

If you have a creature grappled and it is the same size as you or smaller, you may attempt to use it to make a melee attack against another target. If the attack is successful, both targets take 1d8 + Strength modifier bludgeoning damage. If the target of the attack is the same size as the grappled creature or smaller, it must make a Constitution Save (DC = 8 + your Strength modifier + your Proficiency Bonus) or be knocked prone.

Puny Creature

If a creature is at least 2 size categories smaller than you, you may attempt to grapple it as a Bonus Action and you only need 1 hand to grapple it.

Fastball Special

You may attempt to throw a willing creature or a creature you have grappled in place of one of your attacks. The creature you are throwing must be the same size category as you or smaller. You can throw them up to 10 ft plus 5 feet for each size category they are smaller than you. As part of a Fastball Special, you may attempt to make a ranged attack using your Beat a Dude with Another Dude ability. The thrown creature becomes prone and, if you miss with Beat a Dude with Another Dude, still suffers the 1d8 bludgeoning damage.

If the target you are throwing is willing, add 10 ft to the range, they may use their Reaction to gain Resistance to the damage received, and they may make a single melee attack as part of their Reaction.

Finisher

You can attempt to use your Finisher against a target that is Stunned or otherwise incapacitated, suffering at least 1 level of Exhaustion, or (at the DM’s discretion) Grappled by you. You
make a melee attack roll against the target. You have Advantage on the attack roll if more than 1 of the above conditions applies. If successful, the target takes 1d8 for each level you have in this class + Strength modifier bludgeoning damage and must make a Constitution save (DC = 8 + your Strength modifier + your Proficiency Bonus) or be stunned for 1d4 + 1 rounds. Once you successfully use this ability, you cannot use it again until you finish a long rest.

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