Barbarian
Base Class: Barbarian

All barbarians can overwhelm their foes with their bare hands alone, however few can match the raw might of those who follow the Path of the Freestyle Brawler.

Save for the occasional tribal champion of unarmed contests, a brawler's place is within the confines of civilisation. Though they might seem safer at a glance, a brawler knows that life in cities can be every bit as savage as life in the wilds. Be it scrapping by in backstreet alleys, or duking it out in grand championship arenas, the veneer of security can be all too easy stripped away.

Brawlers find work as bodyguards, bouncers, pitfighters or even tavern tough guys with local notoriety. Then there are the mad, those who dare to take on the world with nothing more
than their bare hands. That, or perhaps they've taken one too many punches to the head.

Always Dangerous

Starting at 3rd level when you choose this primal path, you learn to fight effectively no matter what you have in hand. You gain proficiency in brawler weapons, which are simple
weapons and improvised weapons. In addition, you gain the following benefits while you are unarmed or using brawler weapons:

- You can roll a 1d6 in the place of your unarmed strike or brawler weapon. The damage increases to 1d8 at 6th level, 1d10 at 11th level and 1d12 at 17th level.

- When you use the Attack action and you are not using a two-handed weapon or a shield, you can make one unarmed strike or grapple as a bonus action.

True Grit

At 3rd level, your raw brawn and brashness allows you to harness your reserves of stubborn grit. Your access to this super human endurance is represented by a number of grit points. 

Grit Points. Some methods require you to spend special points known as grit points when you use them. You have grit points equal to your Strength modifier (minimum of 1). You regain all your expended grit points when you finish either a short or long rest.

Saving Throws. Some of your methods require your target to make a saving throw to resist the forte’s effects. The saving throw DC is calculated as follows: Grit DC = 8 + your proficiency bonus + your Strength modifier

Rage Empowered Strikes

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

Larger Than Life

At 10th level, you gain proficiency in either Intimidation or Performance. Additionally, whenever you make Charisma (Intimidation) or Charisma (Performance) check, you gain a bonus equal to your Strength modifier.

Peak Performance

At 14th level, when you land a critical hit or reduce a hostile creature to 0 hitpoints, you regain 1 grit point.

Comments

Posts Quoted:
Reply
Clear All Quotes