Barbarian Path of The Brawler - GM Binder
Barbarian Path of The Brawler - GM Binder
Barbarian Path of The Brawler - GM Binder
S
ome Barbarians don't get the same satisfaction as
others from the normal use of weapons. These Gambits
Barbarians prefer the up-close-and-personal Gambits are special maneuvers performed in combat. To use
combat style that only one's fists can offer. These a Gambit, you spend Momentum when you hit with an
Barbarians become a blur of punches and kicks unarmed strike. You can gain Momentum on the same attack
on the battlefield, chaining together attacks into you use a Gambit with, but only if you had enough Momentum
devastating combos. These fighters build to use that Gambit before you attacked. For example, if you
momentum as they fight, using the battle's flow to dictate the have 1 Momentum and hit a creature with an unarmed strike,
outcome. For Brawlers, building this flow is so natural that you are unable to use a Gambit for this attack, as you did not
they can do so even through the haze of their Rage. have enough Momentum as you hit.
Level Feature Some Gambits require Saving Throws. Your Gambit Save
DC is 8 + Your Strength modifier + your Proficiency Bonus
3 Close Quarters Combat, Momentum, Gambits
6 Unbreakable Flow Unbreakable Flow
10 Brutal Momentum, Practiced Grappler Beginning at 6th level, while you are Raging, your unarmed
14 Close Counter 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.
Close Quarters Combat
Beginning at 3rd level when you choose this Primal Path, you Brutal Momentum
gain the following benefits while you are unarmed and you At 10th level, your mastery of Momentum allows you to build
aren't wearing armor (you can benefit from this while wearing it much quicker; the first hit you make with an unarmed strike
a shield) each turn gives you an additional point of Momentum.
When you make an unarmed strike on your turn, you may Additionally, for every 2 points of Momentum you have, you
use a bonus action to make another unarmed strike. gain a +1 bonus to attack rolls with unarmed strikes.
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,
Practiced Grappler
even if you used Dexterity. At 10th level, you double your proficiency bonus for all
Your may roll a d6 in place of the normal damage of your Athletics and Acrobatics checks made during a Grapple or
unarmed strikes. This die increases to 1d8 at level 6, 1d10 Shove, as long as you are proficient in the relevant skill.
at level 10, and 1d12 at level 14.
Close Counter
Momentum At 14th level, when a creature misses you with a melee attack,
You learn to keep pace with the flow of battle, using you may use your reaction to spend a Momentum in order to
consecutive attacks to build Momentum, up to a maximum make an Unarmed Strike against that creature. You may
amount of your Barbarian Level. You gain a point of spend an additional Momentum when you make the attack. If
Momentum under the following conditions: you do and the attack hits, the creature is knocked prone.
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
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gambits
Two-Point Gambits Six-Pont Gambits
Brutal: When you hit with an unarmed strike, you may Elbow Snap When you hit with an unarmed strike on your
spend 2 Momentum to deal an additional 1d6 points of turn, you may spend 6 points of Momentum to choose on
damage. of your target's arms. Your target must succeed on a
Dirty Fighting: When you hit with an unarmed strike, you Constitution saving throw or be unable to benefit from
may spend 2 Momentum to force your target to suffer shields wielded on that arm, and suffer disadvantage on all
disadvantage on their next attack roll, saving throw, or skill attacks made using that arm. This effect ends when the
check. target receives any magical healing. Whether they succeed
Elbow Drop: When you hit with an unarmed strike against on the save or not, your target takes an additional 2d6
a target that is prone, you may spend 2 Momentum to turn damage from the attack.
the hit into a critical hit.
Float Like A Butterfly: When you hit with an unarmed Combo Move: When you hit with an unarmed strike on
strike, you may spend 2 Momentum to use Dodge as a your turn, you may spend 6 points of Momentum to make 3
bonus action on your turn. additional unarmed strikes as a bonus action. If these
Foot Stomp: When you hit with an unarmed strike, you attacks hit, they each deal one stage of damage less than
may spend 2 Momentum to reduce your target's move normal (a d6 becomes a d4, a d8 becomes a d6, etc). These
speed by 10 until the end of its next turn. additional attacks can generate Momentum as normal.
Keep It Close: When you hit with an unarmed strike, you Off-Balance: When you hit with an unarmed strike, you
may spend 2 Momentum to grapple your target. may spend 6 points of Momentum to force your target to
The Shuffle: When you make an unarmed strike attack, make a Strength saving throw. If they fail, they do not
you may spend 2 Momentum to gain advantage on the benefit from their Dexterity modifier to their Armor Class
attack roll. until the start of you next turn.
Sting Like a Bee: When you hit with an unarmed strike
on your turn, you may spend 2 Momentum. If you do, on Throw: When you hit with an unarmed strike on your turn,
this turn you may make 2 unarmed strikes with the bonus you may spend 6 points of Momentum to force your target
action granted by Close Quarters Combat instead of 1. to make a Strength saving throw. If they fail, you may throw
the creature to an empty space, up to a number of feet
Four-Point Gambits away equal to your Strength modifier x 5.
If that creature
Arm Wrench: When you hit with an unarmed strike, you strikes a hard surface such a wall, they take 2d12 + your
may spend 4 Momentum to cause your target to suffer Strength modifier bludgeoning damage.
disadvantage on attack rolls. At the end of each of the If they land on hard ground or breakable objects such as
target's turns, it may make a Constitution saving throw to wooden chairs or tables, they suffer 1d8 + your Strength
end this effect. modifier bludgeoning damage, and any breakable objects
Debilitating Blow: When you hit with an unarmed strike, they collide with are broken.
you may spend 4 Momentum to force your target to If they would collide with another creature, that other
succeed on a Constitution saving throw. If they fail, they creature must succeed on a Dexterity saving throw. If they
take an additional 1d4 points of damage and gain one of fail, both them and the thrown creature take 1d6 + your
the following conditions of your choice until the start of Strength modifier bludgeoning damage. If they are
your next turn: Blinded, Deafened, Frightened, unable to successful, the thrown creature continues on their path
take reactions, unable to take bonus actions, unable to naturally.
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.