Base Class: Barbarian
Bar fights, street brawls, the riot at the docks; a brawler has been in more fights without a sword than with one, and that's taught them a few lessons about fighting close and personal. A brawler overpowers thier enemy with strength. Brawlers focus on grabbing, shoving and tossing foes to control the battlefield with raw might.
The Brawler focuses on grappling and shoving, with minor bonuses to unarmed combat (not to outshine the monk by any means).
Brawlin' Styles
Fightin' dirty is different than with sword and board. You haven't had the priveldge of always having a blade at your side, instead you mastered the many styles of kickin' ass, blended into a unique brawling style of your own. Starting at 3rd level, you learn a Brawling Style.
Styles. You learn one style of your choice, which are detailed in the "Styles" section. Each style provides a passive benefit and special action, called a Style Move, which you can use once per rage. You always have the benefits of all of the styles you know while raging.
You learn additional styles as you level up in this class. Each style adds on to your previous styles. You learn one additional style at 6th level, and two additional styles 10th level, and the three additional styles at 14th level. Each time you learn a new style, you can also replace one style you know with a different one.
Saving Throws. Some of your Style Moves require your target to make a saving throw to resist the style moves's effects. The saving throw DC is calculated as follows:
Style Move save DC = 8 + your proficiency bonus + your Strength modifier
Arm Wrestler's Comeback
You can add your rage damage to the damage dealt by Rough and Rowdy.
Style Move. Once per rage, when you lose an ability check contest using Strength while it isn't your turn, you can use your reaction to reroll one d20 and use the new result.
Bar Keeper's Toss.
While raging, when you win a contest to shove a creature you are grappling, you can instead choose to push the creature up to 10 feet away or push it 5 feet away and knock it prone.
Style Move. Once per rage, when you successfully shove a creature this way, you can push the creature up to 15 feet and knock it prone. Each creature within 5 feet of the shoved creature make a Dexterity saving throw. On a failed save, the creature is also knocked prone.
Bodyguard's Extraction
When you grapple an ally while raging, they gain resistance to bludgeoning, piercing, and slashing damage for as long as you are grappling them. Any damage they take counts as damage against you for the purpose of sustaining your rage. Additionally, your movement speed is not halved when grappling an ally.
Style Move. Once per rage, if you are grappling an ally, you can use an action to carry that ally to safety. When you do so, you double your movement speed for the turn, and your ally's movement does not provoke opportunity attacks.
Doorman's Lockdown.
You can attempt to grapple creatures two sizes larger than you (instead of one). Additionally, you only need one free hand per two creatures if they are your size or smaller.
Style Move. Once per rage, you can attempt to grapple as many creatures as you have free hands as a single grapple attempt. Make a single Strength (Athletics) check contested by each of the creatures, which can succeed or fail separately. The creatures must be within your reach, and you must have a free hand space for each grapple target, as normal.
Henchman's Choke Hold
When you grapple a creature, you can prevent that creature from speaking or casting spells with verbal components.
Style Move. Once per rage, you can use the Attack action to attempt to knock a grappled creature unconscious. When you do so, the grappled creature makes a Strength saving throw. If it fails, the creature is knocked unconcious for a minute or until it takes damage or someone uses an action wake it up. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
Street Fighter's Cheap Shot
While raging, your unarmed strikes deal 1d4 damage plus your Strength modifier and rage damage. Additionally, your unarmed strikes benefit from Brutal Critical when you get that feature.
Style Move. Once per rage, you can use a bonus action to make a special unarmed strike against a grappled or prone creature that deals an additional 1d12 damage. This attack score a critical hit on a roll of 19 or 20.
Thug's Shield
While you are raging and grappling a creature, you may have it take the other half of any damage which you resist due to your rage.
Style Move. Once per rage, you can use an action to use a grappled creature as a battering ram. When you do so, double your (likely halved) movement speed, and you can move through spaces occupied by opposing large or smaller creatures. Whenever you enter a creature's space, it make a Dexterity saving throw or is knocked prone.
Wrestler's Takedown
Whenever you win a grapple or shove contest in which you have advantage, if you would have won using the lower of the two d20s, you can choose to both grapple then shove the target.
Style Move. Once per rage, you can make a single grapple attempt (no extra attacks) after taking the dash action. If you succeed, both you and the target are also knocked prone.
Rough and Rowdy
At 3rd level, whenever you win an ability check contest using Strength against a creature, or a creature fails a saving throw against one of your Style Moves, you may have that creature take bludgeoning damage equal to your Strength modifier.
Additional Brawlin' Styles (1)
You learn one additional Brawling Style.
Additional Brawlin' Styles (2)
You learn two additional Brawlin' Styles.
Additional Brawlin' Styles (3)
You learn three additional Brawlin' Styles.
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