Base Class: Barbarian
Counting yourself at home in the company of the seediest taverns, the most brutal fighting pits, and walking the most dangerous streets when others wouldn't dare. You welcome the threat of death as though it were an adrenaline rush that makes you feel alive. Wherever you go, no one knows your name, rather they refer to you with simple terms: Brute, Bruiser, Brawler are the most common and few become very familiar with your presence many would rather keep their distance. You make your living by contests of strength and vigor, occasionally the enterprise of fisticuffs for the highest bidders.
Bruiser
The Brute is a master of unarmed combat and improvised weapons. Often willing to use whatever might be laying around to give them an edge in a brawl. Picking this subclass at level 3 grants the Barbarian the Bruiser feature. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Signature Moves
The Brute is an individual that views combat as performance art as well as tests of strength. These movements have been fine-tuned and honed over years of practice and performance to the degree they're now second nature. These movements will consume Heat Points, which are replenished after a short rest.
Backbreaker
As an action, spend one hit die to make an athletics check against your opponent's dexterity saving throw. On a failed save, the brute grabs and lifts the creature overhead and drops the opponent onto a bent knee. The creature takes bludgeoning damage equal to 1d12 + your heat die and is paralyzed until the start of your next turn.
Body Slam
After a successful unarmed strike, you can spend one heat die as a bonus action and attempt to lift your opponent off the ground. They must succeed a dexterity saving throw against your attack and upon failure are lifted above your head and slammed to the ground and knocked prone, taking bludgeoning damage equal to your unarmed strike plus your heat die.
Bottom Breaker
As an action, spend one heat die and make an athletics check against your opponents' dexterity saving throw. On a failed save you lift the opponent off the ground and slam them down onto the ground in a quick motion. The opponent, 1 size category larger than you or smaller, takes bludgeoning damage equal to your 1d12 plus your heat die, and their walking speed is reduced to zero until the start of their next turn.
Clothesline from Hell
You can spend one heat die and use one of your attacks with your action on a creature 1 size category larger than you or less. You move against an opponent in motion and make an unarmed strike against the opponent. A successful attack knocks the opponent prone and stuns them until the end of your next turn. The opponent also suffers bludgeoning damage from the unarmed strike. If the strike is unsuccessful you move past the opponent and leave yourself open to an attack of opportunity with your opponents' reaction.
Flying Knee
Replacing one attack on the attack action, you can spend one heat die and add it to your unarmed strike using your knee. You can make this attack with advantage if you move at least 20 feet prior to the attack, a successful attack will force the opponent backward 10ft if the opponent is 1 size category larger than you or smaller.
Flying Shoulder
As a bonus action, so long as you move at least 10 feet, you can spend one heat die and make a running leap at your opponent adding the heat die to your attack roll. The opponent must make a dexterity save against your attack or be stunned until the start of your next turn and suffer bludgeoning damage equal to your unarmed strike damage. The creature must be 1 size category larger than you or smaller.
If you miss this attempt the opponent may use a reaction to make an attack at advantage against you.
Hammer Lock
After a successful unarmed strike, you can spend a heat die and force the opponent to make a dexterity saving throw against your attack roll. If the creature fails the save, you grab their arm and wrench it around their back and push them down to the ground where they are immediately restrained. As you have this opponent on the ground all your subsequent attacks are made at advantage until the creature escapes the grapple.
Headbutt
Spend 1 heat die to replace one attack as part of your action to attempt a headbutt against your opponent. If the creature is one size category larger than you or less, the creature must make a Constitution saving throw against your attack roll or will be stunned until the start of their next turn.
Knife Hand
Replacing one attack as part of your action, you can spend a heat die to make a knife-hand attack against a vulnerable area of an opponent, adding the value of your heat die to your unarmed strike.
Suplex
At the cost of 1 heat point, you can use your action and force a creature (at most 1 size category size larger than you) to make a dexterity saving throw against your athletics check. If the creature fails its save you lift them over your head and onto their back in a single fluid motion. The creature is immediately knocked prone and suffers bludgeoning damage.
Twist and Lock
After a successful unarmed strike on a creature 1 category size higher than you or below, and spend 3 heat points, and use your bonus action to force the target to make a dexterity saving throw against your athletics skill. Upon failure, you pull the creature down onto the ground and they are grappled. The creature may repeat the save at the end of their subsequent turn to attempt and break the grapple, if they fail the creature takes 1d6 bludgeoning damage and remains grappled.
Heat Points
The Brute has a limited number of signature moves they can use against an opponent, this is represented in Heat Points. The Brute has a number of Heat Points equal to their barbarian level. These points are replenished at the end of a short or long rest.
Showman
To the Bute, fighting is an art form that is best when performed. A number of times equal to your proficiency bonus per long rest you can add your performance skill bonus to any attack or saving throw.
Retaliation
Not one to simply take a blow, after taking damage from a successful attack, the brute can spend their reaction to attack the nearest opponent within melee range.
Unstoppable
The Brute is tireless and cannot allow the opponent a moment to rest and can never let up. Instead of giving an inch, the Brute can dig deep and utilize a bonus action to expend 1 hit die in order to regain Hit Points without resting. The hit die is consumed and cannot be regained except on a long rest.
King of the Ring
Your renown has been heard the world over. There are many who fear, loathe, and love to know your exploits. A number of times equal to your charisma modifier per long rest (at least once) make a boast of your skill and dare anyone to challenge you. All creatures in a 30ft cone are forced to make a Wisdom saving throw. Upon failure of the save the creature is frightened of you for the next minute; however, if the creature succeeds in their save they will accept your challenge and move to you with a singular focus to take you down and claim your renown for themselves.
Previous Versions
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