Barbarian
Base Class: Barbarian

This subclass specializes in unarmed combat and grappling. It uses spirit points, which are similar to the Monk's ki points.

 
 
 

Unarmed Strike

When you attack with unarmed strikes, you may use your Strength or Dexterity modifier for attack and damage rolls, and your attacks deal  bludgeoning damage. This increases to  at level 6,  at level 10, and  at level 14. You unarmed strikes count as weapon attacks for any of your Barbarian abilities.

 

Wrestling

 You gain the Grappler feat, with the addition that you may attempt to pin using a bonus action.

 

Spirit

You have a number of spirit points equal to your proficiency bonus + your Wisdom modifier +  half your level, rounded down, which you can use for certain class features.

 

Honed Technique

You have real-world experience using certain tactics in combat. Choose two Techniques from the Techniques list. you may choose two additional level each at 6th, 10th, and 14th level. Additionally, when you learn new Techniques, you may swap one you know for a new Technique.

 
Catch

(Prerequisite: Barbarian Level 6) Once per round, as a reaction when an opponent within 5 feet of you makes a weapon attack, you may spend a spirit point to make a grapple check against them.

 

Combo

When you hit with an attack for the first time on your turn you may spend a spirit point to make an additional attack as a free action.

 

Counter

(Prerequisite: Barbarian Level 6) Once per round, as a reaction when an opponent within 5 feet of you makes a weapon attack, you may spend a spirit point to make an unarmed attack against them.

 

Fast Feet

You gain proficiency in the Acrobatics skill.

 

Feint

(Prerequisite: Barbarian Level 6) Once per round, you may spend two spirit points to gain advantage on your next attack roll.

 

Head Hunter

(Prerequisite: Barbarian Level 14, Combo) when you use your Combo ability, you may continue to roll attacks until you miss.

 

Knockout Artist

(Prerequisite: Barbarian Level 10) When you roll a critical hit on an unarmed attack, you may spend 1 spirit point to incapacitate the target.

 

Quick Hands

You gain proficiency in the sleight of hand skill.  

 

Slam

When you pin a creature you may spend 1 spirit point to deal bludgeoning damage equal to 1d10 + your strength modifier. 

 

Submit

(Prerequisite: Barbarian Level 10) When you pin an opponent you may spend a spirit point to put them in a joint lock or a choke as a free action. While they are pinned in this way you may incapacitate them from a choke, or cripple them from a joint lock as an action, making another grapple check to do so. 

 

Throw

(Prerequisite: Barbarian Level 6, Slam) when you successfully grapple an opponent, you may spend two spirit points and attempt to throw them by performing another grapple check as a free action. A success leaves the opponent prone, and deals Slam damage. The opponent remains grappled on a failure.

 

Total Control

(Prerequisite: Barbarian Level 14) You add your Dexterity bonus to all grapple checks. When you slam, throw, or submit an opponent, you may spend an additional spirit point to incapacitate them. 

 

Float like a Butterfly

You’ve mastered evasive footwork and body movement. You may spend one spirit point to take the Dodge or Disengage action as a bonus action.

 

Sting like a Bee

 Once per round, you may spend two spirit points to make your next attack score a critical on a roll of 18-20. If the attack hits, but does not score a critical, you regain one spirit point.

 

Support of the Crowd

Once per long rest, when you are reduced to 0 hit points, if an ally is within 60 feet of you, you regain hit points equal to 1 + your Constitution modifier + you Charisma modifier.

 

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