Base Class: Fighter
Brawlers are sustained by willpower. Your fighting spirit manifests itself as an aura, a pseudo-mystical force that reflects the stirrings of your soul. You've learned to harness this aura in a number of ways and enhance your physical abilities beyond their normal limits. This power is fueled by determination, tenacity, and the desire to protect others, among other things.
To fight to the very end so no one else has to die.
To inspire those with no will to defend themselves.
When you feel weak or unworthy, set your heart ablaze!
Grit your teeth and face forward!
Blazing Spirit
3rd-level Brawler feature
You harbor a wellspring of willpower within yourself. This energy is represented by your Fighting Spirit dice, which are each a d6. You can hold a number of these dice equal to twice your proficiency bonus, and they fuel various combat techniques you have, which are detailed below.
Some of your powers expend the Fighting Spirit die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You gain a Fighting Spirit die whenever you receive 10 or more damage from one source. In addition, as a bonus action, you can gain one Fighting Spirit die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Fighting Spirit dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Fighting Spirit dice.
Grit Your Teeth! When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Fighting Spirit die, roll the die, and reduce the damage taken by the number rolled plus your Charisma modifier (minimum reduction of 1), as you create inspire the creature to push through the pain.
Eat This! You can empower your strikes with additional force. Once on each of your turns, immediately after you hit a target with a melee attack and deal damage to it, you can expend any number of Fighting Spirit dice, rolling them and dealing force damage to the target equal to the number rolled plus your Charisma modifier.
We're Not Done Yet! As an action, you can touch a creature and expend any number of Fighting Spirit dice, rolling them and restoring a number of hit points to that creature equal to the number rolled plus your Charisma modifier.
Burning Aura
5th level Brawler Feature
By setting your heart ablaze, the flames of your spirit can manifest around your body and offer you protection. As a Bonus Action, as long as you aren't wearing armor, a protective magical force surrounds you until the spell ends. Your base AC becomes 13 + your Charisma modifier. This effect lasts for one minute, or until you end it as a bonus action. You can use this feature once per short rest.
In addition, every creature within 5 feet of you at the start of your turn takes 3d8 fire damage, including you.
At higher levels: The damage dealt by your Burning Aura feature increases as you increase levels in this class. At level 9, it deals 4d8. At level 13, it deals 5d8. At level 17, it deals 6d8.
Spirit Force
7th-level Brawler feature
You have mastered new ways to use your spiritual abilities, detailed below.
Power Geyser. As a bonus action, you can propel your body with your fighting spirit. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Fighting Spirit die to take it again.
Overdrive. When you deal damage to a target with your Fighting Spirit die, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Additionally, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Victim Sanctuary
10th-level Brawler feature
The willingness to risk your own life, whether it be for your friends, your loved ones, or strangers in need, culminates as a powerful, but risky, spiritual technique. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Afterwards, you can't move or take actions until after your next turn.
Blazing Universe
15th-level Brawler feature
Immediately after an attacker within 30 feet of you targets you for an attack, you can use your reaction to force the attack to successfully hit, regardless of your Armor Class. If you do so, the attack is considered a critical hit, and the damage you receive cannot be reduced or negated by any means. Until the end of your next turn, any melee attack you make that successfully hits that opponent is considered a critical hit. Also, until the end of your next turn, you cannot recover hit points from any source of magical healing.
Once you take this reaction, you can’t do so again until you finish a long rest, unless you expend a Fighting Spirit die to take it again.
Unyielding Defiance
18th-level Brawler feature
You can hold any number of Fighting Spirit dice, and you gain one for every 10 points of damage you take. Additionally, you can expend one Fighting Spirit die to end any effect on yourself as a Bonus Action.
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