Street Brawler Barbarian
In the back-alleys and slums of the great cities of Chronan, there exists the same laws of survival as in the wilderness. If you are not witty enough to avoid danger, you must be strong enough to face it head-on. Whereas in the ancient times, barbarians raised havoc in the wild, nowadays a new path for barbaric ways has emerged in urban environments. Street brawlers use their inner rage and physical prowess to intimidate and dominate others. Some may work as hired muscle, others as prize-fighters, while some just beat people for the thrill of it. Unlike the pugilists that use superior maneuvers, street brawlers resort to dirty techniques.
3rd level: Unarmed and Dangerous, Dirty Fighting
6th level: Streetwise
10th level: Dirtier Fighting
14th level: Hard Knock Life
Bodyguard: If an ally within 5 feet of you is hit with an attack, you can use your reaction to take the damage instead. If you are raging, your resistances are applied to the damage and you may switch places with the ally without provoking opportunity attacks.
Dirtkicker: If you are fighting in an environment with dirt, sand or other loose matter on the ground, and hit a creature with a melee weapon attack or an unarmed strike, you can throw dirt at their eyes with your swing, forcing them to make a Dexterity saving throw. If the creature fails, it becomes blinded until the end of its next turn. If you are raging, the creature makes the saving throw with disadvantage.
Elbowing Your Way to the Top: When you make an initiative check, you can use your Strength modifier instead of Dexterity. If you are raging when initiative is called, you can also add your proficiency modifier to the roll.
Freestyle Wrestling: As part of an attack action, while you are not holding any weapons or a shield, you can use your whole body to attack a creature with an unarmed strike. The strike uses a d12 for damage for this attack. If you are raging, you make this attack with advantage and add your rage damage bonus to the damage.
Gang Tactics: If an ally is within 5 ft. of a creature that you attack with a melee attack or unarmed strike, you gain advantage to the attack and the ally can use their reaction to make an opportunity attack against the same target. If you are raging, you can add your rage damage bonus to both your attack and your ally's opportunity attack.
Knockdown: When you hit a creature with a weapon attack or unarmed strike, you can force it to make a Strength saving throw or be knocked prone. If you are raging, the target makes the saving throw with disadvantage.
Meat Shield: If you are hit by an attack and there is another creature within 5 feet of you other than the attacker, you can make a Strenght (Athletics) check contested by the other creature's Strenght (Athletics) or Dexterity (Acrobatics) as a reaction. On a success, you bring the other creature in to partially block the attack. You take half the damage of the attack and the other creature takes the other half. If you are raging, you make the check with advantage, your damage resistances are only counted towards the half you take, and the target remains grappled by you.
Roughhouse: When you hit a creature with a melee weapon attack or unarmed strike, you can force it to make a Wisdom saving throw. If it fails, the target is frightened of you until the end of your next turn. If you are raging, the target has disadvantage to the saving throw.
Suplex Throw: When you are grappling a creature on your turn, you can choose to spend one of your attacks to throw them. You can only throw a creature of your current size or smaller, and you can throw them a number of feet equal to five times your Strength modifier (minimum of 5 feet). A thrown creature takes bludgeoning damage equal to 1d10 + your barbarian level when it impacts something, and is knocked prone. If it impacts another creature, both creatures take the damage and the creature being hit must make a Strength saving throw or also be knocked prone. If you are raging, your throwing range is doubled and you can add your rage damage bonus to the damage caused.
Taunt: As an action, you can try to antagonize a creature you can see within 60 ft. of you. If it can hear you, it must make a Wisdom saving throw. On a failed save, the target is distracted and cannot take reactions until its next turn. Until the start of your next turn, it also has disadvantage on attack rolls on any other targets other than you. If you are raging, the target has disadvantage on the saving throw.
Vice Grip: When you attempt to grapple a target, you count as one size larger for the purposes of the grapple, and you can treat a roll of 9 or lower as a 10 for the Strength (Athletics) check. If you succeed in the grapple, this effect continues as long as you hold the target grappled. If you are raging, you have advantage to the checks and while you hold the grapple, you gain +2 to your AC as you use the target's positioning to your benefit.
Counterstrike: When you are hit by a melee weapon attack, you can use your reaction to attempt to counter the blow. When you do so, the damage you take from the attack is reduced by 2d12 + your Strength modifier + your barbarian level. If you reduce the damage to 0, you can make a melee weapon attack or unarmed strike against the attacker as part of the same reaction. If you are raging, your damage resistances are applied to the damage reduction and your rage damage bonus is added to the counterattack.
Crippling Blow: When you hit a creature with a weapon attack or unarmed strike, their speed is reduced to 0 until the end of your next turn. If you are raging, all attacks against the target score a critical hit on a roll of 19 or 20 until the end of your next turn.
Fisticuffs: While you are not holding any weapons or a shield, you can make an unarmed strike as a bonus action. If you are raging, you can add your rage damage bonus to the damage, and if the bonus attack misses, you can attack again.
Low Blow: When you hit a creature with a weapon attack or unarmed strike that causes bludgeoning damage, you can aim below the belt and force the target to make a Constitution saving throw. If it fails, it is stunned until the end of your next turn. If you are raging, the target makes the save with disadvantage.
Switcheroo: As an action, if you have two free hands and a creature with a melee attack option is within 5 feet of you, you can make a contested Strength (Athletics) check to force the creature to hurt itself. Upon a successful check, you make an attack on the creature using your unarmed strike attack bonus but the creature's melee attack damage, including any additional effects that its attack has. If the creature is holding a weapon or other such item that you use in the attack, you can claim the weapon to yourself after the attack or drop it to the ground. If you are raging, you can make the check with advantage and you add your rage damage bonus to the attack damage.
Path of the Street Brawler Features
The subclass is available to barbarians that hail from the larger cities within Chronan. Some belong to a lawful organization, while others live only to sow chaos.Unarmed and Dangerous
In the streets, you have learned to wield anything as a weapon, including your body. When you choose this path at 3rd level, you gain proficiency with improvised weapons. Furthermore, your improvised weapons and unarmed strikes uses a d6 for damage. When raging, you can add your rage damage bonus to unarmed strikes and improvised weapons you throw as well. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.Dirty Fighting
Also at 3rd level, you learn dirty fighting techniques that allow you to gain an edge against your opponents. Raging enhances these techniques further. You can choose three techniques from the list below. You can use the techniques a number of times equal to your proficiency modifier, and regain all expended uses after a short or a long rest. Each time you gain a barbarian level, you can exchange one of your dirty fighting techniques to a new one. The Difficulty Class for dirty fighting saving throws equals 8 + your proficiency bonus + your Strength modifier.Streetwise
By 6th level, you are well-versed in the shadier side of urban life. Drinking, gambling or other dubious ways to spend your time counts as resting to you, and you can gain the benefits of both short and long rests while engaging in these activies as long as you don't take damage. You learn Thieves' Cant if you don't know it already. You also gain proficiency with two of the following tools: Disguise Kit, Forgery Kit, a Gaming Set, Poisoner's Kit or Thieves' Tools.Dirtier Fighting
At 10th level, you can choose two more dirty fighting technique, for a total of five. You also gain the following techniques to choose from.Hard Knock Life
Finally, at 14th level, you have learned to survive even the toughest obstacles through your sheer brutish determination. You gain proficiency in all saving throws, including death saving throws. If the total of the death saving throw equals or exceeds 20, it has the same effect as a natural 20 and you recover with 1 hit point.
Type
Illicit
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