Base Class: Barbarian
This archetype revolves around it's first feature Brawler, which turns the barbarian into into a tough pseudo-monk, allowing for powerful unarmed strikes, at the cost of not being able to wear armor and shield or wield any weaponry. Most features derive from class features from other archetypes or even classes, such as the Brawler feature being a mixture of the bear totem of totem warriors and martial arts from monk, while imposing the equipment penalty to allow for balance, as well as encourage a unique play-style.
Brawler
At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
Additional, you gain several benefits, while wearing no armor or shields and wielding no weapons.
- While raging you have resistance to all damage except psychic damage
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels, as shown in the table below.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike, grapple attempt or shove attempt as a bonus action.
|
Level |
Unarmed Damage Dice |
|
3-4 |
1d4 |
|
5-10 |
1d6 |
|
11-16 |
1d8 |
|
17-20 |
1d10 |
Powerful Blows
At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Pain Train
Beginning at 10th level, you can spend your action to attempt to charge a distance equal to your movement in a straight line. Any opportunity attacks provoked from this movement are made with disadvantage. One of the following events occur per collision:
- Grab
Upon collision with a creature up to one size category larger than you, you can attempt to grapple them. If the grapple is a success, they take damage and they are brought along for the remaining charge. If the charge ends without being stopped by a collision, you can slam them into the ground, dealing damage. If the grapple fails, the charge ends. Only one creature can be grabbed in this manner.
- Overrun
Upon collision with a creature up to one category larger than you, you can attempt to overrun them with a Strength(Athletics) contest. If you win the contest, they are knocked prone, take damage, and are unable to take any reactions until their next turn. If you have grabbed a creature, that creature takes additional damage. If you lose the contest, the charge ends.
- Break
Upon collision with a wall, you attempt to break the wall using a Strength(Athletics) check. If the attempt is not successful, the charge ends. If you have grabbed a creature, they take damage regardless of the success or failure of the attempt. If the attempt fails, while you have grabbed a creature, they are pinned against the wall, and are considered restrained, but can attempt to break the grapple on their following turns as usual.
The damage dealt by this ability is equal to that of an unarmed strike.
Using this ability counts as using the Attack action with unarmed strikes for the purpose of Rage and Brawler.
Once you have used this ability, you must finish a short or long rest before you can use it again.
Undying
At 14th level, if you are raging at the start of your turn, you regain hit points equal to your constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
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