Barbarian
Base Class: Barbarian

While most barbarians hail from the wild places of the world, you found your rage in the underbelly of civilization. Your abilities and resilience come from a combination of grit, street smarts, and determination. Whether you were a prize fighter, an enforcer for a thieves' guild, or just someone who is always looking for a scrap, you have an uncanny ability to stay on your feet when others would falter.

Brawlers like you have existed as long as cities and been around, and despite differences in social class, culture, and creed, you all have one thing in common; you prefer to settle your problems with your fists.

Unarmed and Dangerous

The time you have spent in the underbelly of civilization has honed your fists into deadly weapons. When you adopt this Primal Path at 3rd level, your unarmed strikes deal an additional 1d4 bludgeoning damage on hit. If you have two free hands, the d4 becomes a d6. While you are raging, your unarmed strikes gain the following additional properties.

Combo. Once per turn, when you attack with an unarmed strike using the Attack action, you can make one additional unarmed strike as part of the same action.

Headlock. When you hit with an unarmed strike, you can attempt to grapple the target if you have a free hand.

Chin Down. You gain temporary hit points equal to your Constitution modifier + half your barbarian level (rounded down) at the end of each of your turns.

The Wrong Crowd

You are most at home when drinking, gambling, or engaging in other types of tasteless hedonism. Starting at 3rd level, if you spend at least one night carousing in a city or town, you have advantage on any ability check you make that is related to gathering contacts and information, or navigating that city.

Level 6: Concussive Blows

Starting at 6th level, your punches send your foes reeling. When you hit with an unarmed strike, you can force that creature to make a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, it is Stunned until the start of your next turn.

You can use this ability a number of times equal to your Strength modifier (minimum of once), and you regain one use when you finish a Short rest, and all expended uses when you finish a Long rest.

Level 6: Rage Empowered Strikes

Beginning at 6th level, whenever you deal damage with your Unarmed Strike while you are raging, it can deal your choice of Force damage or its normal damage type.

Level 10: Iron Grip

Once you have a hold of something it is nearly impossible for it to escape. Starting at 10th level, you can grapple creatures of any size. When you are grappling a creature no more than one size larger than you currently are, or smaller, you can drag them up to your full movement speed.

In addition, the damage from Unarmed and Dangerous becomes 1d6, or 1d8 if you have two free hands.

Level 14: Brutish Determination

Upon reaching 14th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you are forced to make a saving throw, you can roll 1d6 and add the result to your saving throw total. The die is a d10 instead if the saving throw would apply a condition. This bonus also applies to death saving throws. If you roll above a 20 on a death saving throw with this bonus it has the same effect as rolling a natural 20, and you regain consciousness with 1 hit point.

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