Path of the Brawler
Some Barbarians don't get the same satisfaction as others from the normal use of weapons. These Barbarians prefer the up-close-and-personal combat style that only one's fists can offer. These Barbarians become a blur of punches and kicks on the battlefield, chaining together attacks into devastating combos. These fighters build momentum as they fight, using the battle's flow to dictate the outcome. For Brawlers, building this flow is so natural that they can do so even through the haze of their Rage.
Level | Feature |
---|---|
3 | Close Quarters Combat, Momentum, Gambits |
6 | Unbreakable Flow |
10 | Brutal Momentum, Practiced Grappler |
14 | Close Counter |
Close Quarters Combat
Beginning at 3rd level when you choose this Primal Path, you gain the following benefits while you are unarmed and you aren't wearing armor (you can benefit from this while wearing a shield)
- When you make an unarmed strike on your turn, you may use a bonus action to make another unarmed strike.
- Your unarmed strikes count as melee weapon attacks for the purposes of class features and feats. While Raging, you still gain your Rage bonus to damage to unarmed strikes, even if you used Dexterity.
- Your may roll a d6 in place of the normal damage of your unarmed strikes. This die increases to 1d8 at level 6, 1d10 at level 10, and 1d12 at level 14.
Momentum
You learn to keep pace with the flow of battle, using consecutive attacks to build Momentum, up to a maximum amount of your Barbarian Level. You gain a point of Momentum under the following conditions:
- When you hit with an unarmed strike. If you critically hit, you gain 2 instead.
- When you reduce a creature to 0 HP
- When a creature fails the save of one of your gambits
- When you succeed on a Dexterity saving throw
- When a creature misses you with an attack.
- When you move at least 20 feet in a straight line
- When you start your turn and have not taken damage since the end of your last turn
You lose Momentum under the following conditions:
- When you take an amount of damage from a melee attack greater than your Constitution modifier.
- When you roll a natural 1 on an attack roll
- When you end your turn without attacking or moving at least 20 feet
Gambits
Gambits are special maneuvers performed in combat. To use a Gambit, you spend Momentum when you hit with an unarmed strike. You can gain Momentum on the same attack you use a Gambit with, but only if you had enough Momentum to use that Gambit before you attacked. For example, if you have 1 Momentum and hit a creature with an unarmed strike, you are unable to use a Gambit for this attack, as you did not have enough Momentum as you hit.
Some Gambits require Saving Throws. Your Gambit Save DC is 8 + Your Strength modifier + your Proficiency Bonus
Unbreakable Flow
Beginning at 6th level, while you are Raging, your unarmed strikes count as magical for the purpose of overcoming damage reduction, and you do not lose Momentum the first time you take damage each round.
Brutal Momentum
At 10th level, your mastery of Momentum allows you to build it much quicker; the first hit you make with an unarmed strike each turn gives you an additional point of Momentum. Additionally, for every 2 points of Momentum you have, you gain a +1 bonus to attack rolls with unarmed strikes.
Practiced Grappler
At 10th level, you double your proficiency bonus for all Athletics and Acrobatics checks made during a Grapple or Shove, as long as you are proficient in the relevant skill.
Close Counter
At 14th level, when a creature misses you with a melee attack, you may use your reaction to spend a Momentum in order to make an Unarmed Strike against that creature. You may spend an additional Momentum when you make the attack. If you do and the attack hits, the creature is knocked prone.
Gambits
Two-Point Gambits
- Brutal: When you hit with an unarmed strike, you may spend 2 Momentum to deal an additional 1d6 points of damage.
- Dirty Fighting: When you hit with an unarmed strike, you may spend 2 Momentum to force your target to suffer disadvantage on their next attack roll, saving throw, or skill check.
- Elbow Drop: When you hit with an unarmed strike against a target that is prone, you may spend 2 Momentum to turn the hit into a critical hit.
- Float Like A Butterfly: When you hit with an unarmed strike, you may spend 2 Momentum to use Dodge as a bonus action on your turn.
- Foot Stomp: When you hit with an unarmed strike, you may spend 2 Momentum to reduce your target's move speed by 10 until the end of its next turn.
- Keep It Close: When you hit with an unarmed strike, you may spend 2 Momentum to grapple your target.
- The Shuffle: When you make an unarmed strike attack, you may spend 2 Momentum to gain advantage on the attack roll.
- Sting Like a Bee: When you hit with an unarmed strike on your turn, you may spend 2 Momentum. If you do, on this turn you may make 2 unarmed strikes with the bonus action granted by Close Quarters Combat instead of 1.
Four-Point Gambits
- Arm Wrench: When you hit with an unarmed strike, you may spend 4 Momentum to cause your target to suffer disadvantage on attack rolls. At the end of each of the target's turns, it may make a Constitution saving throw to end this effect.
- Debilitating Blow: When you hit with an unarmed strike, you may spend 4 Momentum to force your target to succeed on a Constitution saving throw. If they fail, they take an additional 1d4 points of damage and gain one of the following conditions of your choice until the start of your next turn: Blinded, Deafened, Frightened, unable to take reactions, unable to take bonus actions, unable to speak coherently.
- RKO: If you move at least 5 feet on your turn before hitting with an unarmed strike, you may spend 4 Momentum to initiate a grapple contest. If you are successful, the target takes an additional 1d8 bludgeoning damage, and both you and the target are knocked prone. This Gambit does not leave either you nor your target Grappled.
- Slam: When you hit a creature you are currently grappling with an unarmed strike, you may spend 4 Momentum to initiate a grapple contest. If you are successful, the target takes an additional 1d8 damage and is knocked prone. This Gambit does not end the Grappled condition.
- Solar Plexus: When you hit with an unarmed strike, you may spend 4 Momentum to force your target to succeed on a Constitution saving throw or be Stunned until the end of your next turn.
- Takedown: When you hit with an unarmed strike, you may spend 4 Momentum to force your target to succeed on a Strength saving throw or be knocked prone.
Six-Pont Gambits
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Elbow Snap When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to choose on of your target's arms. Your target must succeed on a Constitution saving throw or be unable to benefit from shields wielded on that arm, and suffer disadvantage on all attacks made using that arm. This effect ends when the target receives any magical healing. Whether they succeed on the save or not, your target takes an additional 2d6 damage from the attack.
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Combo Move: When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to make 3 additional unarmed strikes as a bonus action. If these attacks hit, they each deal one stage of damage less than normal (a d6 becomes a d4, a d8 becomes a d6, etc). These additional attacks can generate Momentum as normal.
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Off-Balance: When you hit with an unarmed strike, you may spend 6 points of Momentum to force your target to make a Strength saving throw. If they fail, they do not benefit from their Dexterity modifier to their Armor Class until the start of you next turn.
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Throw: When you hit with an unarmed strike on your turn, you may spend 6 points of Momentum to force your target to make a Strength saving throw. If they fail, you may throw the creature to an empty space, up to a number of feet away equal to your Strength modifier x 5. If that creature strikes a hard surface such a wall, they take 2d12 + your Strength modifier bludgeoning damage.
If they land on hard ground or breakable objects such as wooden chairs or tables, they suffer 1d8 + your Strength modifier bludgeoning damage, and any breakable objects they collide with are broken.
If they would collide with another creature, that other creature must succeed on a Dexterity saving throw. If they fail, both them and the thrown creature take 1d6 + your Strength modifier bludgeoning damage. If they are successful, the thrown creature continues on their path naturally.
Eight-Point Gambits
- Choke Out: When you hit a creature you are currently grappling with an unarmed strike, you may spend 8 Momentum to initiate a Grapple contest. If you win, the creature falls unconscious.
- Dim Mak: When you hit a creature with an unarmed strike, other than the first unarmed strike against that creature this turn, you may spend 8 Momentum to force the creature to make a Constitution saving throw or else be reduced to 0 HP. If the creature succeeds, the attack does an additional 4d8 Necrotic damage instead.
- Invigoration: When you hit a creature with an unarmed strike, you may spend 8 Momentum to regain 3d12 HP.
- Shattering Blow: When you hit a creature with an unarmed strike, you may spend 8 Momentum to deal an additional 4d12 damage.