TEXT: A
  A  Primal Path
  Primal Path of the
   of the
  Savage Streets
  Savage Streets
  for
  for  D&D 5th Edition
  D&D 5th Edition
  11
  
  Quaint
  Quaint and 
   and Curious
  Curious
  Path
  Path  of the
  of the  Street Fighter
  Street Fighter
  A
  A  Primal Path
  Primal Path  of the
  of the
  Savage Streets
  Savage Streets
  for
  for  D&D 5th Edition
  D&D 5th Edition
  Contents
  Contents
  Native of the Streets
  Native of the Streets...................................
  ...................................22
  New Primal Path: Street Fighter
  New Primal Path: Street Fighter...............
  ...............33
  Spirit of the Streets.......................................3
  Street Fighting.................................................3
  Fancy Footwork................................................3
  Fists of Fury.......................................................3
  Champion of the Streets...............................3
  New Skill: Streetwise.................................4
  New Background: Street Thug
  New Background: Street Thug..................
  ..................44
  Feature: Street Cred......................................4
  Suggested Characteristics.........................4
  New Weapons
  New Weapons..................................................
  ..................................................55
  New Weapon Properties.................................5
  NPCs, Street Fighters
  NPCs, Street Fighters..................................
  ..................................66
  Brawler...............................................................6
  Chain Fighter.....................................................6
  Club Fighter.......................................................7
  Stick Fighter......................................................7
  Pit Champion.......................................................8
  Native of the Streets
  Native of the Streets
  Born of the slums and ghettos of the largest cities, 
  wits and reflexes honed in the struggle to survive, 
  relying on whatever weapons can be found at hand – 
  or on fists and grit alone. Those barbarians who 
  follow the Path of the Street Fighter are creatures of 
  the savage city streets, often having grown up as gang 
  members, pit fighters, or muscle-for-hire. Every bit as 
  deadly as their counterparts from the wilds, they are 
  most at home drinking and brawling in a sleazy 
  waterfront dive, or knocking out teeth in a shady 
  underground prize fight.
  Path of the Street Fighter is a Primal Path for the 
  barbarian class, specializing in unarmed combat, 
  improvised weapons, and street-smarts. The new 
  archetype first appeared as a steampunk-era barbarian 
  option in Quaint and Curious – Æthereal Gaslight, 
  but the path can fit into any campaign which puts a 
  focus on adventuring in the city. This guide includes 
  the path itself, along with supporting rules (skill and 
  background) from Æthereal Gaslight, and a handful 
  of additional options – weapons, fighting styles – that 
  didn't appear there.
  Credits
  Credits
  Logo fonts: DreamScar and FunkRocker, licensed from Sharkshock (http://www.sharkshock.net/)
  Writing, Layout, Virtual Photography: Quaint & Curious
  (https://www.facebook.com/quentin.curios … @quaintncuriousv … https://www.patreon.com/QuaintCurious)
  22
  
  New Primal Path: Street Fighter
  New Primal Path: Street Fighter
  The urban jungle can be just as deadly as any remote 
  wilderness, and its dangers have given rise to a new 
  kind of barbarian. Forged in the struggle for life on the
  mean streets of a large (usually human) city, those 
  who take up this path were often orphans and street 
  rats, who learned to survive by their wits, their fists, 
  and their sheer stubborn determination. They are 
  ferocious warriors who learned every move they know
  by getting hit with it in a street fight, able to dish out a
  beating as well as take one and keep swinging. The 
  street thug background (p. 4) is custom made for a 
  street fighter.
  Spirit of the Streets
  Spirit of the Streets
  Upon choosing this path at 3rd level, you acquire 
  proficiency in the Streetwise skill (p. 4) if you didn't 
  have it – if you did, you add double your proficiency 
  bonus to Wisdom (Streetwise) rolls. 
  Street Fighting
  Street Fighting
  Also at 3rd level, you gain proficiency with 
  improvised weapons, as well as improved unarmed 
  fighting abilities. Your unarmed strikes inflict damage 
  equal to the martial arts damage of a monk of equal 
  level (Player's Handbook, p. 77); this damage also 
  applies when you are wielding suitable improvised 
  street weapons (heavy chains, lamp posts, railroad 
  ties, etc.; see p. 5), but never to simple or martial 
  weapons other than clubs. Unlike monks, you can't 
  use your Dexterity modifier in place of Strength for 
  unarmed attacks, though your rage damage bonus 
  applies normally to your unarmed strikes and 
  improvised weapon attacks.
  Fancy Footwork
  Fancy Footwork
  At 6th level, you may choose one of the street-fighting
  techniques below.
  Grappler. When raging, when you hit a creature 
  with an unarmed attack or improvised weapon on your
  turn, you can use a bonus action to attempt a grapple 
  on the same target. This includes an attempt to 
  entangle a target using a chain.
  Juggernaut. While raging, you have advantage on 
  all rolls to resist being knocked down, stunned, 
  grappled, magically slowed or held, or otherwise 
  impeded in your movement.
  Kickboxer. Each time you rage, you gain 1d6 ki 
  points, which you can spend to make a Patient 
  Defense or Step of the Wind (as the monk abilities). 
  Unspent ki points vanish when your rage ends.
  Pugilist. While you are raging, all attacks of 
  opportunity against you are at disadvantage, and any 
  enemy who you have hit with an unarmed attack 
  cannot take an attack opportunity against you at all.
  Stick Fighting. When dual-wielding fighting sticks
  (p. 5), you can add your ability modifier to attacks and
  damage rolls with both weapons. When you are raging
  and wielding at least one fighting stick, you can use it 
  to attempt to disarm a foe instead of a normal attack: 
  roll a contest of your Strength (or Dexterity) modifier 
  + your proficiency bonus, vs. the enemy's Strength + 
  proficiency bonus (+2 if the weapon is two-handed). 
  If you win the contest, the creature drops their 
  weapon.
  Weapon Block. When fighting with a chain, giant 
  club, or similar two-handed street fighting weapon 
  (p. 5), you can wield it in such a way as to obstruct 
  attacks on you, gaining a benefit similar to a shield. 
  The bonus is +1 to AC vs. melee attacks only, or +2 
  when you are raging.
  Fists of Fury
  Fists of Fury
  Beginning at 10th level, your unarmed strikes count as
  magical for the purpose of overcoming resistance or 
  immunity to non-magical weapons.
  Champion of the Streets
  Champion of the Streets
  At 14th level, you may choose one of the street-
  fighting techniques below. You don't have to choose 
  the same style as you did at 6th level.
  Chain Fighter. When you are wielding a chain and
  have a creature entangled, you can maintain the 
  grapple with only one hand on the chain, freeing your 
  other hand to do something else. When you are raging 
  and have a creature entangled in your chain, you can 
  use an Attack action on your turn to automatically 
  inflict the chain's normal damage, with no roll. Only 
  one attack per turn can be used this way, though you 
  may make other attacks with your free hand (or feet).
  33
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  Giant Swing. When you are raging and wielding a 
  giant club (or other weapon with the Knockdown 
  feature), and you hit a Medium or smaller creature 
  with the club, you may use a bonus action to attempt 
  to knock the target down. Any creature you attempt to 
  knock down has disadvantage on the Strength saving 
  throw to resist.
  Grappler. While you are raging, you have 
  advantage on all grappling checks, all rolls to resist or 
  break grapples, and any other checks or contests 
  involved in grappling or escaping grapples.
  Juggernaut. While raging, if you move at least 20 
  feet in a straight line toward a Large or smaller 
  creature before attacking that creature, you have 
  advantage on all melee attacks against it until the end 
  of your turn. If any of your attacks hit, the creature 
  must make a Strength saving throw (DC 8 + your STR
  bonus + your proficiency bonus) or be knocked prone.
  Kickboxer. When you rage, you gain 1d6 ki points, 
  which you can spend to make a Flurry of Blows or 
  Stunning Strike (as the monk abilities). If you chose 
  Kickboxer at 6th level as well as 14th, you roll 2d6 for
  ki points gained, and can spend them on any of the 
  monk abilities from either level. All unspent ki points 
  vanish when your rage ends.
  Pugilist. While raging, on any turn in which you 
  hit an enemy with at least one unarmed strike, you can
  make one bonus unarmed attack against the same 
  target on your turn.
  Stick Fighting. While raging and wielding a 
  fighting stick in each hand, you can make two extra 
  attacks instead of one whenever you make a bonus 
  attack with the second weapon.
  New Skill: Streetwise
  New Skill: Streetwise
  Wisdom (Streetwise) checks replace Survival in the city – identifying dangerous areas or gang turf, finding 
  lodging (or a safe place to squat), and navigating the various hazards of urban life. City dwellers, from street 
  folk to beat cops to taxi drivers, rely on this skill to stay alive on the mean streets.
  New Background: Street Thug
  New Background: Street Thug
  You grew up in the bad part of town, and took your 
  lumps on the mean streets. You've learned to navigate 
  those mean streets as a native, with survival skills no 
  less impressive than the most rugged outlander. Even 
  in a strange city, you know the ins and outs of the 
  urban jungle and its seedier elements.
  Weapon Proficiency: Choose one simple or 
  improvised melee weapon
  Skill Proficiencies: Intimidate, Streetwise
  Tool Proficiencies: One kind of gaming set
  Equipment: Poor clothes, pouch containing 10 gp
  Feature: Street Cred
  Feature: Street Cred
  In any city you've lived in for more than a year, you 
  have a reputation among the dregs and droogs. The 
  specifics of this rep depend on your exploits and 
  interactions – from “ruthless bastard, but good as his 
  word” to “always sticks up for the little guy” – but it 
  gives you the edge in dealing with the denizens of the 
  street. You have advantage on Intimidate rolls to get 
  information from a snitch, Streetwise rolls to track 
  down a black market connection, and similar 
  interactions with the seedy underbelly.
  Suggested Characteristics
  Suggested Characteristics
  Street thugs universally have a gruff and imposing 
  demeanor, the open question is whether that conceals 
  a heart of gold or a cold blooded killer. Generally 
  more likely to pepper their language with salty slang 
  than three-syllable words, even the smartest tend to 
  have lower-class accents and manners, which set them
  apart from “ladies and gentlemen of culture.” If 
  desired, use the characteristics for the criminal 
  background (Player's Handbook, p. 129).
  44
  Quaint & Curious - Path of the Street Fighter
  
  New Weapons
  New Weapons
   The weapons below count as improvised weapons, 
  and thus gain all the benefits of the Street Fighting 
  ability (p. 3). Characters who lack that ability, or 
  proficiency with improvised weapon from some other 
  source, can't use the new weapon properties 
  (knockdown or entanglement).
  Fighting Sticks. Light, balanced sticks, about the 
  length of a shortsword, often used in pairs.
  Giant Club. A lamp post, railroad tie, or other large
  and heavy blunt object wielded in two hands. A solid 
  hit can knock over a Medium or smaller creature; see 
  the Knockdown weapon property. Nails, spikes, or 
  other sharp protruding objects can be pounded in, 
  converting the weapon's damage to piercing. Any 
  creature with Strength less than 15 has disadvantage 
  on attack rolls made with a giant club.
  Heavy Chain. A length of thick chain, long enough
  to hit a target up to 10 feet away, and possibly wrap 
  around it. See the Entanglement weapon property. 
  Any creature with Strength less than 13 has 
  disadvantage on attack rolls made with a heavy chain.
  New Weapon Properties
  New Weapon Properties
  The following new weapon properties apply to the 
  new weapons presented below.
  Entanglement. A proficient wielder can use the 
  weapon to attempt a grapple (Player's Handbook, 
  p. 195) of a Medium or smaller creature within 10 
  feet; the grapple check is made as an ordinary attack 
  roll with the chain, instead of an Athletics check, 
  though it's resisted as a normal grapple. The wielder 
  can also use an action to try to pull an entangled 
  creature closer, forcing it to make a Strength saving 
  throw against DC equal to (8 + wielder's Strength 
  modifier + wielder's proficiency bonus), or be moved 
  5 feet closer to the wielder.
  Knockdown. On a hit against a Medium or smaller 
  creature on the wielder's turn, a proficient wielder can 
  choose to use an attack to try and knock the creature 
  down. The target must make a Strength saving throw 
  against DC equal to (8 + wielder's Strength modifier +
  wielder's proficiency bonus), or be knocked Prone. 
  The knockdown attempt is not a bonus action, and can
  only be attempted by a wielder who gets multiple 
  attacks when taking an Attack action, and has at least 
  one of those attacks remaining to be made.
  Street Fighting Weapons
  Street Fighting Weapons
  Name
  Name
  Cost
  Cost
  Damage
  Damage
  Weight
  Weight Properties
  Properties
  Fighting Sticks
  1 sp
  1d6 bludgeon
  1 lb.
  Finesse, light, thrown (range 20/60)
  Giant Club
  1 gp
  1d10 bludgeon
  20 lb.
  Heavy, knockdown, two-handed, Str 15
  Heavy Chain
  5 sp
  1d8 bludgeon
  10 lb.
  Entanglement, reach, two-handed, Str 13
  55
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  NPCs, Street Fighters
  NPCs, Street Fighters
  The following NPC street fighters might be members of a brutal street gang, or opponents faced in an 
  underground fighting pit.
  Brawler
  Brawler
  Medium humanoid (half-orc or human), any non-
  lawful alignment
  Armor Class 14 (unarmored defense)
  Hit Points 52 (8d8+16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  9 (-1)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Intimidate +2, Streetwise +3
  Damage Resistance bludgeoning, piercing, and 
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Rage. While in combat, the brawler has advantage on
  all Strength checks and Strength saving throws.
  Savage Instinct. As long as he isn't blinded, 
  deafened, or incapacitated, the brawler has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The brawler makes two unarmed or 
  improvised melee attacks.
  Unarmed or Improvised. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 8 (1d6+5) 
  bludgeoning damage.
  Chain Fighter
  Chain Fighter
  Medium humanoid (half-orc or human), any non-
  lawful alignment
  Armor Class 14 (Unarmored Defense)
  Hit Points 65 (10d8+20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  9 (-1)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Intimidate +2, Streetwise +3
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 4 (1,100 XP)
  Rage. While in combat, the chain fighter has
  advantage on all Strength checks and Strength
  saving throws.
  Savage Instincts. As long as he isn't blinded, 
  deafened, or incapacitated, the chain fighter has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The chain fighter makes two melee 
  attacks, any combination of chain and unarmed.
  Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 10 (1d8+6) bludgeoning damage, and 
  if the target is a Medium or smaller creatures, the 
  chain fighter may make a bonus action to attempt to 
  entangle it. The creature must make a DC 14 
  Strength (Athletics) or Dexterity (Acrobatics) roll, or 
  become grappled by the fighter. Escape DC is 14.
  Unarmed. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d6+6) bludgeoning damage.
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  Club Fighter
  Club Fighter
  Medium humanoid (half-orc or human), any non-
  lawful alignment
  Armor Class 14 (Unarmored Defense)
  Hit Points 78 (12d8+24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  9 (-1)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Intimidate +2, Streetwise +3
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 4 (1,100 XP)
  Rage. While in combat, the club fighter has
  advantage on all Strength checks and Strength
  saving throws.
  Savage Instincts. As long as he isn't blinded, 
  deafened, or incapacitated, the club fighter has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The club fighter makes two melee 
  attacks, any combination of club and unarmed.
  Giant Club. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 11 (1d10+6) piercing damage, and 
  if the target is a Medium or smaller creatures, the club
  fighter may make a bonus action to attempt to knock 
  it prone. The creature must make a DC 14 Strength 
  saving throw, or be knocked prone.
  Unarmed. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (1d8+6) bludgeoning damage.
  Stick Fighter
  Stick Fighter
  Medium humanoid (half-orc or human), any non-
  lawful alignment
  Armor Class 16 (Unarmored Defense)
  Hit Points 91 (14d8+28)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  9 (-1)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +5
  Skills Intimidate +3, Streetwise +4
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 6 (2,300 XP)
  Rage. While in combat, the stick fighter has
  advantage on all Strength checks and Strength
  saving throws.
  Savage Instincts. As long as he isn't blinded, 
  deafened, or incapacitated, the stick fighter has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The stick fighter makes four melee 
  attacks, at least two of which must be with fighting 
  sticks.
  Fighting Stick. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (1d8+7) bludgeoning 
  damage.
  Unarmed. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (1d8+7) bludgeoning damage.
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  Pit Champion
  Pit Champion
  Medium humanoid (half-orc or human), any non-
  lawful alignment
  Armor Class 17 (Unarmored Defense)
  Hit Points 190 (20d8+100)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  20 (+5)
  10 (+0)
  12 (+1)
  12 (+1)
  Saving Throws Str +9, Con +9
  Skills Athletics +9, Intimidate +5, Streetwise +5
  Damage Resistances bludgeoning, piercing, and
  slashing damage
  Senses passive Perception 11
  Languages Common
  Challenge 10 (5,900 XP)
  Grappler. When the pit champions hits a creature 
  with an unarmed attack on his turn, he may use a 
  bonus action to attempt to grapple that creature.
  Rage. While in combat, the pit champion has
  advantage on all Strength checks and Strength
  saving throws, and all attacks of opportunity against 
  the champion are at disadvantage.
  Savage Instincts. As long as he isn't blinded, 
  deafened, or incapacitated, the pit champion has 
  advantage on Dexterity saving throws and initiative 
  rolls.
  Actions
  Actions
  Multiattack. The pit champion makes three unarmed 
  melee attacks.
  Unarmed. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 14 (1d10+9) bludgeoning damage.
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  Legal Stuff
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  Quaint & Curious - Path of the Street Fighter
  
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