Base Class: Barbarian
Barbarians of the Path of the Brawler don't fight out of rage — they fight because it's fun. They charge into combat with a flex and a grin, using raw strength, showmanship, and unshakable confidence to knock enemies flat and lift allies’ spirits.
Whether it's throwing people through tavern walls, winning bar fights with charisma alone, or delivering knockout punches mid-chug, Brawlers are chaos in physical form.
Their bodies are their weapons, and their ego is their armor.
Level 3: Unarmed Specialist
At 3rd level, you count as proficient with unarmed strikes. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. If you are not wearing armor or wielding a shield, this increases to 1d8.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you grapple a creature, you may choose to deal unarmed strike damage to it as part of initiating or maintaining the grapple.
Level 6: Hype Man
Your unrelenting swagger and chaotic energy become a tactical asset. Starting at 6th level, when you use your Rage, you may choose to activate your Hype Aura as a bonus action.
While the Hype Aura is active (duration equal to your Rage), the following effects apply:
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Allies within 10 feet gain advantage on their first attack roll each round.
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Enemies within 10 feet have disadvantage on Wisdom saving throws, as your energy gets in their head.
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Your voice booms, and you may use your reaction to taunt one creature within 30 feet that can hear you when it attacks someone other than you. That creature has disadvantage on the attack roll unless it includes you as a target.
You may use this feature once per rage. You regain use of this ability after finishing a long rest.
Level 10: Crowd Controller
You’re the life of the party and the terror of the bar fight. Your movements keep attention on you and off your allies, and when you grapple someone, it’s not just for control—it’s for the show.
Mechanical Effects:
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When you successfully grapple a creature, you can choose one:
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Impose disadvantage on their next attack before the end of their turn.
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Shove them 5 feet as a bonus action (no check required).
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You gain advantage on all checks to resist being grappled, shoved, or knocked prone.
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While you're grappling a creature, allies have advantage on melee attacks against it.
Level 14: Main Character Energy
You are the storm in the tavern brawl, the center of every spotlight, and the boss fight's real threat. Your presence alone demands respect—or at least immediate attention.
Mechanical Effects:
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When you use your Rage, choose one of the following auras to activate for its duration:
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Adrenaline Rush: Allies within 10 feet gain +2 to damage rolls on melee attacks.
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Showboater: Enemies within 10 feet have disadvantage on saving throws against being frightened or charmed.
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While raging, you may use your bonus action once per turn to either:
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Taunt a creature within 30 feet (WIS save = 8 + PROF + STR) — on a fail, they have disadvantage on attack rolls against anyone except you until the start of your next turn.
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Flex: Gain temporary HP equal to your Barbarian level, usable once per rage.
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Chug
You pop open a cold one in the middle of battle. Wipe your mouth with the back of your hand and scream, "SHOTS SHOTS SHOTS SHOTS EVERYBODY". This confuses enemy creatures around you. DMs discretion, no actual item needed.
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