Brawler
Hit Points
Hit Dice: d10 per Brawler level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per brawler level after 1st
Proficiences
Armor: None
Weapons: Simple Weapons, Great Clubs
Tools: None
Saving Throws: Constitution and Strength
Skills: choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, Religion, and Survival
Overview & Creation
A warrior’s relationship with their weapon is often the
determinant of life and death during the heat of combat.
Those who do not know the capabilities of themselves and
their weapons tend to live shorter lives. Brawlers bypass this
relationship entirely, becoming weapons themselves.
Through experience and training Brawlers fight with the
weapons they were born with, their hands and feet. Those
that do use weapons view them as extensions of themselves
rather than separate entities. Brawlers are fast on their feet
and often have no problem closing the distance between
themselves and their targets. In worlds where the distance of
combatants is growing, Brawlers thrive in being up-close and
personal. A Brawler’s fighting style falls in one of three
distinct practices: the Monk, the Pugilist, and the Ravager.
The Monk is a trained practitioner of martial arts.They
often have a master from which they learn precise techniques
which allow them to access a well of potential energy within
themselves known as Ki. Monks are also trained to
incorporate traditional weapons of their practice into their
fighting style. Most Monks need to train for years before
being able to find and access their Ki. They use this well of
energy to enhance their agility, reflexes, and destructive
potential.
The Pugilist shows similarities to the Monk in that they are
trained in their fighting style often by a master (or rather, a
coach). But rather than being trained through discipline and
monotonous practice, Pugilists are trained through
experience. Their coach will often match them with other
Pugilists by which to be beaten, treating the defeat as an
opportunity to improve. They analyze their opponents in
search of weaknesses in their form that they could exploit.
Pugilists choose when and where to strike discriminately in
order to give themselves the competitive advantage.
The Ravager differs greatly from the Monk and the Pugilist
in that in most cases they are entirely untrained and have
merely developed their fighting style through real-world
experience. They have a well of combative Fury which can
stem from a multitude of things like an energized love for
combat or anger management issues. When Ravagers
embrace their Fury, they temporarily enter a trance of
increased strength and ferality. In this trance they are able to
accomplish feats of strength that they would normally be
unable to, but they are also more impulsive and less
conscious of their actions. The Ravager’s practical experience
has also allowed them to improvise and use objects in their
environment as tentative weapons.
Class Features
Hand to Hand Combat
At 1st level, your practice of melee combat gives you mastery
of combat styles that use unarmed strikes and Brawler
weapons, which are simple melee weapons and greatclubs.
Your unarmed strikes involve using parts of you body (such as
your hand, elbows, knees, feet, or head) in order to deal
devastating strikes to your opponents. You gain the following
benefits while you are unarmed or wielding only Brawler
weapons and you aren't wearing armor or wielding a shield:
You can rolI a d4 in place of the normal damage of your
unarmed strike or Brawler weapon. This die changes as
you gain Brawler level, as shown in the Hand to Hand
column of the Brawler table.
When you use the Attack action with an unarmed strike or
a Brawler weapon on your turn you can make one
unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can
also make an unarmed strike as a bonus action, assuming
you haven't already used a bonus action this turn.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Constitution modifier.
Combat Style
Brawlers all have multiple distinct combat styles that have
been passed from teacher to student. Each combat style gives
different advantages when used. The major three styles being
the monastic combat style denoting a monk, the pugilistic
style denoting a pugilist, and the ravager style denoting a
ravager. Each style gives you a feature at 1st, 3rd, 10th, 14th,
and 20th level.
Fleet of Foot
Starting at 2nd level, your speed increases by 10 feet while
you are not wearing armor or wielding a shield. This bonus
increases when you reach certain Brawler levels, as shown in
the Brawler table. At 13th level, you gain the ability to expend
no extra movement climbing, swimming, or moving through
rough terrain.
Quick Reflexes
By 3rd level, you have have honed your reflexes and gained
more physical agility. You gain proficiency in Dexterity saving
throws.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th leveI. you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The
number of attacks increases to three when you reach 11th
level in this class.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack's damage against you.
Burning Blood
Starting at 6th level, your unarmed strikes count as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as the blast of an explosion or an
ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Nerves of Steel
At 9th level, you have mentally trained yourself to be able
remain cognizant even in situations that normal people
would run away from or run towards without a second
thought. You have advantage on saving throws against being
frightened or charmed. At 17th level this changes so that you
have immunity to the charmed and frightened conditions.
Unending Endurance
Starting at 15th level, when you are reduced to 0 hit points
and are not killed outright, you can choose to drop to 1 hit
point instead. Once you use this ability, you can't use it again
until you finish a long rest.
You also gain some resistance to exhaustion, you now
count as having 1 less level of exhaustion than you would
normally have. For example, if you were to gain one level of
exhaustion you would have zero levels of exhaustion, if you
were to gain two levels of exhaustion you would have one
level of exhaustion.
Battle Senses
Beginning at 18th level, you gain an uncanny sense of when
things nearby aren't as they should be, giving you an edge
when you dodge away from danger. You have advantage on
Dexterity saving throws against effects that you can see, such
as traps and spells and no attack rolls made against you have
advantage. To gain this benefit, you can't be blinded,
deafened, or incapacitated.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
- (a) a great club (b) shortsword, or (c) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
Subclass Options
Combat Styles
Brawlers all rely on the same basic principles when
developing their combat skills. Their combat styles are the
thing that sets them apart. The combat styles they choose
reflect the areas they seek to most develop and how they will
choose to combat their enemies.
Monk
Master of the physical self
Monastic Training
At 1st level you gain quite a few benefits from your monastic
training:
For use of Unarmored Defense; instead of using
constitution modifier you use your wisdom modifier.
For the Hand to Hand feature; you may use your Dexterity
modifier on attack rolls and damage rolls on any Brawler
weapons. You also gain proficiency with shortswords and for
the purposes of Hand to Hand they are now considered
Brawler weapons
Ki
At 3rd level you gain the ability to use and manipulate the
energy that your body produces to push your body further
than it would normally be able to go. You gain a number of Ki
points equal to your Brawler level and you can spend these
points to fuel various Ki features:
You start knowing four such features: Deflect Missiles,
Flurry of Blows, Patient Defense, and Step of the Wind. You
learn more ki features as you gain levels in this class. When
you spend Ki points, those points are expended until you
finish a short or long rest, at the end of which you recover alI
of your expended Ki points. You must spend at least 30
minutes of the rest meditating to regain your Ki points.
Some of your Ki features require your target to make a
saving throw to resist the features effects: The saving throw
DC is calculated as follows:
Ki Save DC = 8 + your proficiency bonus + your Wisdom
modifier.
Deflect Missiles When a creature makes a ranged
weapon attack against you may expend 1 Ki point to
reduce that attack's damage by 1d10 + your Dexterity
modifier + your Brawler level. If you reduce the damage to
0, you can catch the missile if it is smalI enough for you to
hold in one hand and you have at least one hand free. If
you catch a missile in this way, you can spend 1 Ki point to
make a ranged attack with the weapon or piece of
ammunition you just caught. You make this attack with
proficiency, regardless of your weapon proficiencies, and
the missile is considered a monk weapon for the attack.
Flurry of Blows Immediately after you take the Attack
action on your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.
Patient Defense You can spend 1 Ki point to take the
Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 Ki point to take the
Disengage or Dash action as a bonus action on your turn,
and your jump distance is doubled for the turn.
At 10th level, you gain additional ways to use your ki points
such as: Slow Fall, Stunning Strike, Unerring Resistance, and Wholeness of Body.
Slow Fall You may expend 1 Ki point and your reaction to
reduce any fall damage you take to 0.
Stunning Strike When you hit another creature with a
melee weapon attack. you can spend 1 Ki point to attempt
a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of
your next turn.
Unerring Resistance Whenever you make a saving throw
and fail, you can spend 1 Ki point to reroll it and you must
use the second result.
Wholeness of Body You may spend 2 Ki points to regain
hit points equal to two times your monk level as a bonus
action.
Unparallelled Movement
At 10th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling
during the movement.
Quivering Palm
At 14th level, you gain the ability to set up lethal vibrations in
someone's body. When you hit a creature with an unarmed
strike, you can spend 2 Ki points to start these imperceptible
vibrations, which lasts for a number of days equal your monk
level. The vibrations are harmless unless you use your action
to end them. To do so, you and the target must be on the
same plane of existence. When you use this action. the
creature must make a Constitution saving throw. If it fails it
takes 10d10 necrotic damage and on a success they take half
damage. You can have only one creature under the effect of
this feature at a time. You can choose to end the vibrations
harmlessly without using an action.
Perfect Self
By 20th level your Ki has perfected your body and soul, you
suffer none of the frailty of old age, and you can't be aged
magically (you can still die of old age). In addition, you no
longer need food or water, you gain proficiency in all saving
throws, and you become immune to disease and poison.
Pugilist
Kingpin of fisticuffs
No Guard
At 1st level, you’ve learned how to attack enemies much
easier but at the expense of the guard you would put up
against other melee combatants. When you make your first
attack on your turn and you do so using a Brawler weapon or
Hand to Hand, you can decide to drop your guard. Doing so
gives you advantage on melee weapon attack rolls using
Brawler weapons during this turn, but melee attack rolls
against you have advantage until the start of your next turn.
Counterpunch
At 3rd level, you’ve learned to seize an opportunity when your
opponent presents it. When a creature within melee range of
you misses you with an attack, you may use your reaction to
make a Hand to Hand attack against them.
Against the Ropes
Starting at 10th level, you’re at your combative best when you
are up against the ropes. When your current Hit Points are
equal to or lower that a quarter of your Hit Point total, melee
attacks against you have disadvantage.
Audacious Strikes
At 14th level, you are most destructive when you are
concentrated on one target. Whenever you have advantage on
a Hand to Hand attack roll and successfully hit, you deal an
extra 1d6 bludgeoning damage. Additionally, when you
successful hit a creature with a Hand to Hand attack, all
subsequent Hand to Hand attacks against that creature deal
an extra 1d6 bludgeoning damage until the end of your turn.
Unstoppable Force
By 20th level, you have undeniably become an unstoppable
force. You gain advantage on saving throws against being
grappled, incapacitated, knocked prone, pushed back, or
restrained. You also gain the ability to ignore resistance to
bludgeoning damage and if a foe has immunity to
bludgeoning damage you can treat that foe as if it instead had
resistance to bludgeoning damage.
Ravager
Unpredictable fighting machine
Improvised Attacker
By 1st level, you’ve grown accustomed to attacking enemies
with improvised weapons when you battle, to point where it
has become instinct. You can add your proficiency modifier
when you use an improvised weapon to attack. Improvised
weapons are now also considered Brawler weapons. When
you successfully make an attack using a Brawler weapon you
may use your bonus action to attempt to grapple the
opponent you attacked.
Furiosity
At 3rd level, you’ve learned to harness your Fury and use it to
strengthen yourself in battle. You can become furious as a
bonus action. You can use your Fury a number of times equal
to your constitution modifier, you regain all uses of your Fury
after a long rest. While in your Fury, you gain the following
benefits as long as you aren’t wearing any armor or a shield:
- You have advantage on Strength checks and Strength
saving throws.
- When you make a Brawler weapon attack using Strength,
you can add double your strength modifier to the damage
roll instead of your normal strength modifier
- You can jump double the distance you’d normally be able
to
- If you drop a creature’s health to 0 when in Fury you may
move half of your movement towards a hostile creature
immediately
If you are able to cast spells, you can't cast them or
concentrate on them while in Fury. Your Fury lasts for 1
minute. All damage you do while in Fury is considered lethal
damage. lt ends early if you are knocked unconscious or if
your turn ends and you haven't attacked a hostile creature
since your last turn or taken damage since then. You can also
end your Fury on your turn as a bonus action.
Terrifying Strength
Beginning at 10th level, you can use your action to frighten
someone with your terrifying strength. When you do so,
choose one creature that you can see within 30 feet of you. lf
the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be frightened of you until
the end of your next turn. On subsequent turns, you can use
your action to extend the duration of this effect on the
frightened creature.
Iron Grip
By 14th level, you’ve learned how to tighten your grip to the
point where next to nothing can escape from your grasp.
When a creature attempts to break free from a grapple you’ve
already established they must use Athletics to do so. You also
can not be disarmed from any weapons or anything you're
holding in your hand unless you’re incapacitated.
Relentless Fury
By 20th level you’ve learned how to extend your Fury beyond
its perceived limits but doing so takes a toll on your body.
When you enter a Fury you may extend it past the 1 minute
duration. When you do, you gain a level of exhaustion for
each minute you stay in Fury past the initial minute. When
you take a short rest you may reduce exhaustion levels gained
by this feature by half those accumulated (minimum of 1).
Additionally, while in your Fury if any Strength ability
checks are lower than your Strength score you may use your
Strength score in place of that total.