Path of the Enraged Brawler (5e Subclass)
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Path of the Enraged Brawler
An adventurer who has chosen to walk the Path of the Enraged Brawler relies on sheer brute force and will to take out their foes. They train themselves to turn their fists into as deadly a weapon as any club or hammer. After all, what more does a true brawler need than their own two fists?
Path of the Enraged Brawler Features
- Beginning at 3rd Level, you are proficient with Unarmed attacks.
- Your fists now count as both unarmed and natural melee weapons.
- Your damage with your Unarmed attacks are now a d4 damage die. This damage increaes to 1d6 at lvl 6, 1d8 at level 11 and 1d10 at level 17.
- If you have two free hands, and/ or not wielding a shield. You can make an Unarmed attack as a bonus action. You can add your damage modifier to this attack.
- Brawling Style
At the 3rd level, You have chosen to leave your weapons behind and start to begin your training as a heavy fisted brawler.
- Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Heavy Smashing Fist: When you take the attack action on your turn, you can replace your unarmed strikes with a smash attack. The damage for this attack is always one dice higher than your normal Unarmed damage (1d4 -> 1d6 and so on). You can do this a number of times equal to your Proficiency bonus, before needing a long rest to replenish uses. The damage for this attack increases as you gain levels as shown above.
Whether you hit or miss your smash attack, your spending a use for attempting it.
- Burly Strength
Starting at the 6th level, You have gained immense strength through strong man training. You have the following benefits from this training:
- Deep Bludgeoning: While raging, your fists count as Magical for the purpose of bypassing resistance and Immunities to non-magical bludgeoning damage. This could be flavored as brute strength bypassing non-magic resistance to bludgeoning.
- Brawlers Grip: Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Unstoppable Force
Starting at the 10th level, your constitution against even magical dangers have been enhanced. Casters don't seem to be able to alter your state of mind. While raging, You can use your constitution saving throw in place of another saving throw. For effects that can Paralyze, Charm, or frighten you.
You can do this 2 times, before needing a short rest to replenish uses.
- To Angry To Die
Starting at the 14th level, Your Mighty strength and Granite chin have gotten you this far. Through sheer brute force, willpower, and undisputed rage, you always seem ready to beat down your enemy when you get back up from the brink of defeat.
When you are reduced to 0hp and not killed outright, and use your Barbarian's Relentless Rage or the Half-Orc's Relentless Endurance abilities, or you roll a 20 on the d20 for a death saving throw. Instead of being brought back to 1hp, you instead are given hp equal to your Constitution score(Minimum of 1hp).