Barbarian: Path of the Street Brawler

by CassBrews

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Barbarian: Path of the Street Brawler

The barbarians who follow the Path of the Street Brawler are those who like to keep it simple. Forgoing conventional weaponry, they instead fight with whatever they can find, improvising weapons on the fly or simply opting to fight barehanded.

Streetwise Combatant

Starting when you choose this path at 3rd level, you know how to best utilize objects around you and your own body in a fight. You gain proficiency with improvised weapons, which deal at least 1d6 + your Strength modifier damage on a hit, and you may add your Rage damage to the damage total of an improvised weapon that you throw. Additionally, your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

At 11th level, the minimum damage of your improvised weapons and the damage of your unarmed strikes increases to 1d8.

Beatdown

Also at 3rd level, you know to keep pressing your attack to finish out a fight. When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike or improvised weapon attack as a bonus action.

Furious Heave

At 6th level, you can use your strength to throw creatures who you have in your grasp. When you grapple a creature on your turn, you can choose to throw them. You can only throw a creature of your current size or smaller, and when you do so, you can throw them a number of feet equal to five times your Strength modifier (minimum of 5 feet). If the creature is 1 or more sizes smaller than you, the distance you can throw them is doubled. A thrown creature takes bludgeoning damage equal to 1d12 + 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 (DC= 8 + your proficiency bonus + your Strength modifier) or also be knocked prone.

Counterstrike

At 10th level, you know that the best defense is a good offense. 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 (after Rage resistance is applied). If you reduce the damage to 0, you can make an unarmed strike or improvised weapon attack against the attacker as part of the same reaction.

Crippling Blow

At 14th level, your attacks can devastate an enemy, leaving them vulnerable. When you score a critical hit against a creature, you can cause one of the following effects:

  • Their speed is reduced to 0 until the end of your next turn
  • They have disadvantage on attack rolls until the end of your next turn
  • Attack rolls against them score a critical hit on a roll of 19 or 20 until the end of your next turn

Regardless of which effect you choose, you have a number of uses of this feature equal to your Strength modifier (minimum of 1), and regain all expended uses when you finish a long rest.

Improvised Weapon Damage

This subclass is based heavily around the potential use of improvised weapons, which have very few rules surrounding them. My general rule is that the larger an improvised weapon is, the more damage it deals. A glass bottle, for instance, would deal 1d4 damage, whereas a chair might deal 1d10 damage. However, given this variance, it can make improvised weapons slightly unreliable. Because of this, this subclass gives improvised weapons a baseline damage die, to make them more consistent and viable to use.

 

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