Path of the Brawler

A Primal Path

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.

Path of the Brawler Features

Barbarian Level Feature 3rd Brawling Styles (1), Rough and Rowdy 6th Brawling Styles (3), Eye for Trouble 10th Brawling Styles (5), Overwhelm 14th Brawling Styles (7), That All You Got?

Brawling 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.

Styles. When you reach 3rd level, 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 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 two additional styles at 6th level, 10th level, and 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 move's effects. The saving throw DC is calculated as follows:

Style Move save DC = 8 + your proficiency bonus + your Strength modifier

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 roll your Brawlin' Die and do that much damage. Your Brawlin' Die depends on your Strength modifier, as follows:

Strength Modifier Brawlin' Die +2 or less 1d4 +3 1d6 +4 1d8 +5 1d10 +6 or more 1d12

Additionally, if you use this ability to deal damage and the d20 roll for a Strength check is a 20, you may roll additional dice as if you rolled an attack critical.

Eye for Trouble

At 6th level, you've developed a sense for tension and conflict. You can size up a room, know who's going to start a fight, and who's going to win. This sense gives you advantage on Perception checks made to identify hidden threats on humanoids (such as a hidden blade) and Insight

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checks to identify tension that might burst into violence.

Overwhelm

At 10th level, 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.

That All You Got?

At 14th level, you are pure grit. Nothing phases you. When you have all your hitpoints and are hit by a melee attack, you can use your reaction to mark the attacker until the end of your next turn.

You can use your action to silently stare down a marked creature, demonstrating the insignificance of their attack. You might also crack your knuckles or stretch your neck. When you do so, all hostile creatures within 10 feet of you make a Wisdom saving throw against your Style Move DC. Any creature that hit you with a melee attack makes this save at disadvantage. Any creature that fails the save is frightened of you for a minute or until the distance between you is more than twice your movement speed.

Styles

The styles are presented in alphabetical order.

Arm Wrestler

While raging, you can add your rage damage to the damage dealt by Rough and Rowdy.

Arm Wrestler's Comeback: 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

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 and knock it prone.

Bar Keeper's Toss: Once per rage, when you successfully shove a creature this way, you can push the creature up to 15 feet and knock it prone. Then, each creature within 5 feet of the shoved creature make a Dexterity saving throw. On a failed save, the creature is also knocked prone.