Barbarian: Path of the Brawler
Some barbarians fight with giant war hammers, some fight while dual wielding axes, and some prefer a more hands on approach. These would be the Grapplers. They are notorious for charging into battle with no weapons or armor, armed with nothing but their fists. It is not uncommon to see one fighting an entire group of men in a tavern brawl or to see one attempting to wrestle a monster to the ground. One thing is for certain with these guys, do NOT get in a fist fight with them.
Resolve. During the start of combat you gain points of Resolve equal to your CON modifier. You gain 1 point of Resolve every time you take damage. Resolve can be expended to use "special moves." Points of resolve go away at the end of combat.
Special Moves. You learn four special moves which are detailed under “Special Moves” below. Many moves enhance an attack in some way. Each use of a special move must be declared before the attack roll is made. Only one special move can be used per attack. Special moves may only be used on unarmed attacks.
Haymaker. You may expend any number of Resolve to enhance your next attack. You gain 5 temporary hit points for each point of Resolve expended this way, these temporary hit points go away at the beginning of your next turn. Your attack does bonus damage equal to the number of resolve expended this way.
Face Breaker. You expend a point of Resolve to stagger a creature. If your next attack hits, the creature must make a Constitution saving throw equal to 10 + half the damage dealt by this attack or 10 + the current number of Resolve you have stored, whichever is higher. On a failure their movement speed is reduced to 0 and they have disadvantage on attack rolls against you until the end of their turn. Instead you may expend 5 Resolve, on a failure the creature is stunned until the end of their turn.
The Show Stopper. You may expend a point of Resolve to attempt to grapple a creature after a successful attack, if your attack hits the creature is immediatly grappled by you. If a target is already grappled then you may attempt a finishing move. Expend any number of Resolve and you may roll that many additional damage die on your next attack. However this is a dangerous technique and puts great strain on the one performing it. When your rage ends you gain a level of exhaustion.
Fists of Fury
Starting at 3rd level, your unarmed attacks do 1d6 bludgeoning damage. This is increased to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14. When you make an unarmed strike as part of the Attack action on your turn, you can make one unarmed strike as a bonus action if you are not wielding a shield. In addition, your unarmed strikes count as melee weapon attacks.The Boss
Starting at 3rd level, you gain these two additional traits.Resolve. During the start of combat you gain points of Resolve equal to your CON modifier. You gain 1 point of Resolve every time you take damage. Resolve can be expended to use "special moves." Points of resolve go away at the end of combat.
Special Moves. You learn four special moves which are detailed under “Special Moves” below. Many moves enhance an attack in some way. Each use of a special move must be declared before the attack roll is made. Only one special move can be used per attack. Special moves may only be used on unarmed attacks.
Fighting Spirit
Starting at 6th level, while raging your unarmed attacks count as magical for the sake of overcoming resistances. Additionally while raging your unarmed attacks deal double damage to objects and structures.Colossus
Starting at 10th level, your carrying capacity, lift, pull, and push limits are doubled. Additionally while raging you may grapple creatures one size larger than you and you are immune to being pulled, pushed, or being knocked prone.King of the Pit
Starting at 14th level, you now gain 2 points of Resolve every time you are damaged. Additionally your rage damage is doubled.Special Moves
Knuckle Down. You expend a point of Resolve to perform a combo. Your next attack strikes the creature twice, your unarmed damage dice for the attack is doubled.Haymaker. You may expend any number of Resolve to enhance your next attack. You gain 5 temporary hit points for each point of Resolve expended this way, these temporary hit points go away at the beginning of your next turn. Your attack does bonus damage equal to the number of resolve expended this way.
Face Breaker. You expend a point of Resolve to stagger a creature. If your next attack hits, the creature must make a Constitution saving throw equal to 10 + half the damage dealt by this attack or 10 + the current number of Resolve you have stored, whichever is higher. On a failure their movement speed is reduced to 0 and they have disadvantage on attack rolls against you until the end of their turn. Instead you may expend 5 Resolve, on a failure the creature is stunned until the end of their turn.
The Show Stopper. You may expend a point of Resolve to attempt to grapple a creature after a successful attack, if your attack hits the creature is immediatly grappled by you. If a target is already grappled then you may attempt a finishing move. Expend any number of Resolve and you may roll that many additional damage die on your next attack. However this is a dangerous technique and puts great strain on the one performing it. When your rage ends you gain a level of exhaustion.
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