Barbarian
Base Class: Barbarian

In the cityscape, those that could be described as “barbarians” include a different sort than the infamous savages of the wilderness. Urban barbarians can include the broken and downtrodden; the lost and abandoned; vagrants or veterans driven to desperate survival; and brutes or enforcers that take to a life of crime or underground arenas. While these individuals come from civilization, they are no more civilized than savages—for in their hearts burn an unquenchable rage.

Brawlers are consumed by violence and can harness their own bodies as weapons. With fire and fury, these brutal, unhinged brigands find themselves at home in carnage. A bar fight, a boxing match, a mugging-gone-wrong (for the mugger)—you name it and a Stonefist Brawler can swing it.

Fists of Stone to Break Your Bones

At 3rd level, when you choose this primal path, you perfect your unarmed strikes to shatter bone and breed fear. Your unarmed strikes deal 1d4 + your Strength modifier as bludgeoning damage. When you use the Attack action to make an unarmed strike on your turn, you can make one unarmed strike as a bonus action. This damage die increases as you gain levels in this class: to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Unpredictability

Everybody’s got a plan until they get hit. You have divorced your mind from your body, allowing you to fight with wild abandon. Once on your turn, while you’re raging, you can choose to attack unpredictably. Roll a d6 and refer to the table below. You can roll this die before deciding to use your bonus action—such as to whether to make an unarmed strike as a bonus action.

Raging Fists

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The Ol' One-Two

At 10th level, whenever a creature enters your reach, you can make two unarmed strikes against it as a reaction. 

Opportunist

Starting at 10th level, whenever a creature within 10 feet of you falls prone, you can use your reaction to move up to half your movement speed and make a single unarmed strike against the creature if it is within your reach.

Knockout

At 14th level, so great is your might that a single punch can knock out a foe. While you attack recklessly through your Reckless Attack feature, if you hit a Medium-sized or smaller creature with an unarmed strike you can roll 5d12 + half your barbarian level. If the creature’s current hit points are equal to or less than that 5d12, it falls unconscious until the start of its next turn. Constructs, elementals, and undead are unaffected by this feature. Once you use this feature, you cannot again until you finish a long rest.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes