Barbarian
Base Class: Barbarian

Whether you spent your life in the slave pens, fighting for survival or entertainment, or you honed your skills in the ring as a prize fighter, or you spent years brawling in taverns, you have honed your skill with fighting without weapons or armor to aid you. Your fists have become weapons to rival the steel of a dwarven hammer. You have taken your knocks long enough that you can shake off the strongest blows and keep getting back up and in the fight. Nothing stands between you and your foe. 

Steelfist

At 3rd level, when you take the Brawler Primal Path, through training and sheer force of will your unarmed strikes have become lethal weapons.

You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • Your unarmed strikes are now considered finesse weapons. 
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels, as shown below.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

At level 6 it increases to 1d8, 1d10 at level 10, and 2d6 at level 14.

Brawler Moves

At level 3 you learn a choice of 3 Brawler Moves.

Moves. You learn three moves of your choice, which are detailed under “Moves” below. Moves enhance an attack or your defense in some way. You can use only one move per turn.

You learn two additional moves of your choice at 6th, 10th, and 14th level. Each time you learn new moves, you can also replace one move you know with a different one.

Brute Dice. You have a number of brute dice, which are d8s, equal to your Constitution modifier (minimum 1.) A brute die is expended when you use it. You regain all of your expended brute dice when you finish a short or long rest.

You gain one more brute die at level 6, and another one at level 14.

Saving Throws. Some of your moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:

Brawler Move save DC = 8 + your proficiency bonus + your Constitution modifier

 

Block

When another creature damages you with a melee attack, you can use your reaction and expend one brute die to reduce the damage by the number you roll on your brute die + your Constitution modifier.

Dance

When you hit a creature with an unarmed attack, you can expend one brute die to maneuver one enemy into a more advantageous position. You add your brute die to the attack’s damage roll and your opponent makes a Dexterity saving throw or be forced to move 5 feet, remaining adjacent to you.

Disarm

When you hit a creature with an unarmed attack, you can expend one brute die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the brute die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands within 5 feet of you.

Float Like a Butterfly

When you move, you can expend one brute die, rolling the die and adding the number rolled to your AC until you stop moving.

Haymaker

 Spend 1 Brute die to take a huge swing at your opponent reckless swing at your opponent. You take a -5 to the attack roll, and add 10 to the damage roll. 

Intimidating Strike

When you hit a creature with an unarmed strike, you can expend one brute die to attempt to frighten the target. You add the brute die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Look Over There

You can expend one brute die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

One-Two Punch

When you make an unarmed attack roll against a creature, you can expend one brute die to make another unarmed attack roll against the same opponent. 

Shove

When you hit a creature with an unarmed attack, you can expend one brute die to attempt to drive the target back. You add the brute die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Stay Put

 As a reaction, when an opponent tries to leave your threatened area, you can spend one Brute die to make them make a Dexterity saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or be forced to stay where they are.

Sucker Punch

When an opponent misses you with a melee attack, you can use your reaction and expend one brute die to make an unarmed attack against the opponent. If you hit, you add the brute die to the attack’s damage roll.

Taunt

When you hit a creature with an unarmed attack, you can expend one brute die to attempt to taunt the target into attacking you. You add the brute die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Trip Up

When you hit a creature with an unarmed attack, you can expend one brute die to attempt to knock the target down. You add the brute die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Iron Jaw

At level 6 you gain resistance to all non-magical bludgeoning damage. While raging, you gain resistance to all bludgeoning, piercing, and slashing damage.

Improved Brawler Moves

At level 10 your brute dice increase to d10s

Seasoned Fighter

At level 14 you have trained your senses in a fight so well that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated, and have not used the Reckless Attack ability this turn.

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