Base Class: Barbarian
Now hear me out, what if you could have the striking power of a dedicated unarmed monk (for their first like 5 levels), and the might of a freight train when running amok in the battlefield, launching right hooks, left hooks, hard suplexes, and blood/air chokeholds constantly? Yeah, that's this subclass. You want to feel powerful and beat people with their friends? You can do it. You can come from all places in this world and still definitely think being a freight train is a fantastic job opportunity. Do you want to be a train? Yeah of course you do. Violence is the answer, you can be the Pringles Man with a serious roid problem. Play this subclass.
Author's Note: I am aware that level 6 is awfully complicated, and 10/14 are simple. This is true, and I might dumb level 6 down, or add a tiny bit more to the later levels, as it is, 14 feels underwhelming I suppose. Maybe a KO punch? I ain't sure. We'll figure it out. Leave comments or something. I will try to answer to the best of my abilities.
Pugilist Punches
At 3rd level, your unarmed strikes are now affected by the Rage Damage column in the Barbarian class table when raging. When you take the Attack action on your turn and make an attack with your unarmed strike, you can make one additional attack using your unarmed strike as part of the same action.
Additionally, you gain expertise in Athletics.
Choke and Throw
At level 6, your hands become registered weapons, and you can now Choke and Throw creatures.
Choke
When you want to place a creature in a Choke, you can use the Attack action to make a special melee attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Choke must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to wrap your arm or hand around the neck of your target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed in this contest a number of times equal to their Constitution modifier (minimum of 1), successively and in a row, then they fall unconscious for 1d4 hours or until the creature takes damage, or someone uses an action to shake or slap the creature awake. If you succeed on the first Choke, they are considered grappled (so you can continually attempt to Choke), but if you fail any of your Choke attempts after the first one or if they escape your grapple, you must begin your Choke attempts all over again.
Throw
When you want to Throw a creature, you can use the Attack action to make a special melee attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your Throw must be no more than one size larger than you, must be within your reach, and must already be grappled. Using your raw strength, you try to throw the creature by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If the targetted creature succeeds, they are no longer grappled and don't get thrown. If you succeed in this contest, take your Strength (Athletics) and divide it by 5 (rounded down). The number remaining is the number of squares the creature gets thrown in a direction of your choosing. They can take falling damage from this, and they will take damage equal to your Unarmed Strike damage. If the thrown creature hits another creature, the creature must succeed on a Strength or Dexterity saving throw equal to your Strength (Athletics) check. If they fail, they also take damage equal to your Unarmed Strike damage. The target of the throw (and those who fail the saving throw) become prone. If the creature you target is larger than you in size, it has advantage on the grapple check to not be thrown.
Pugilist Punches Upgrade
Your Unarmed Strikes damage die increase from a fixed number of 1 to 1d4 - and your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Clash of the Titans
At level 10, you're able to face off against huge creatures in grappling contests and are able to take advantage of an opponent's openings.
You can now grapple, shove, choke, and throw a creature that is two sizes larger than you. Additionally, you can now grapple or choke as an attack of opportunity (reaction) on creatures that try to leave your reach, or when they miss an attack on you.
Brawler's Blowback
Starting at 14th level, when you are hit, you come back swinging.
Whenever you take damage from an attack from a creature within reach, you can use your reaction to make an unarmed strike, grapple, shove, choke or throw attack.
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