Fighter
Base Class: Fighter

The Brawler of the Mundane is a fighter subclass that excels at turning ordinary, non-magical items into formidable weapons on the battlefield. They have honed their skills to transform everyday objects, such as alcohol, ball bearings, candles, or plates, into tools of chaos and surprise.

Unconventional Tactics

At 3rd level, all improvised weapons and non-weapon objects now count as simple weapons, with which you are also now proficient.  When you make an attack roll with an improvised weapon or use a non-weapon object to attack, you can add your proficiency bonus to the attack roll.

You also develop unique combat tactics that revolve around using non-magical items. As a bonus action, you can make a Wisdom (Perception) check to quickly assess your surroundings and identify potential improvised weapons or objects that can be utilized in combat. If successful, you gain one of the following benefits based on the objects present:

Barricade: You can quickly construct a temporary barrier using nearby objects, providing you with half-cover until the start of your next turn.
Distraction: You can create a distraction using objects such as broken glass or coins, granting advantage on your next attack roll against a distracted target.
Impromptu Weapon: You can quickly fashion an improvised weapon from an object, treating it as a martial weapon until the end of your turn. When you make an attack roll with this weapon, you can add your proficiency bonus to your attack rolls and your damage dice becomes 1d8 plus your strength modifier instead of a 1d4.

Distracting Toss

Starting at 7th level, you have learned to use non-weapon objects to distract and disorient your enemies. When you make a successful attack with an
improvised weapon or non-weapon object, you can choose to forgo dealing damage and instead impose one of the following effects on the target:

The target has disadvantage on its next attack roll before the end of its next turn.
The target has disadvantage on its next Dexterity saving throw before the end of its next turn.
The target's movement speed is reduced by half until the end of its next turn.

Unconventional Techniques

At 10th level, you have mastered a variety of unconventional techniques to gain an advantage in combat. Choose two of the following techniques:

Sloshing Strike: When you hit a creature with an alcoholic beverage, you can force them to make a Constitution saving throw (DC 8 + your proficiency
bonus + your Strength or Dexterity modifier). On a failed save, the creature becomes poisoned until the end of its next turn.
Shattering Blow: When you hit a creature with a breakable object (such as a plate or bottle), you can force them to make a Dexterity saving throw
(DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes additional damage equal to your fighter
level and is knocked prone.
Blinding Flash: When you use a candle or any source of fire to make an attack, you can impose disadvantage on the target's next attack roll if the
attack hits.
Scatter Shot: When you throw a handful of ball bearings or similar small objects, you can target a 15-foot radius area instead of a single creature.
All creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone.

Blinding Flash:

When you use a candle or any source of fire to make an attack, you can impose disadvantage on the target's next attack roll if the
attack hits.

Scatter Shot:

When you throw a handful of ball bearings or similar small objects, you can target a 15-foot radius area instead of a single creature.
All creatures in the area must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone.

Shattering Blow:

When you hit a creature with a breakable object (such as a plate or bottle), you can force them to make a Dexterity saving throw
(DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature takes additional damage equal to your fighter
level and is knocked prone.

Sloshing Strike:

When you hit a creature with an alcoholic beverage, you can force them to make a Constitution saving throw (DC 8 + your proficiency
bonus + your Strength or Dexterity modifier). On a failed save, the creature becomes poisoned until the end of its next turn.

Master of Improvisation

At 15th level, your mastery over non-weapon objects reaches its peak. You can add your proficiency bonus to the damage roll of improvised weapons and non-weapon objects.

Chaos Incarnate

At 18th level, you become a true master of creating chaos and confusion on the battlefield. As an action, you can unleash a wave of improvised attacks using
non-weapon objects within a 30-foot cone. Each creature in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or
Dexterity modifier). On a failed save, a creature takes bludgening damage equal to your fighter level plus your Strength or Dexterity modifier, and it becomes stunned
until the end of its next turn. On a successful save, the creature takes half damage and isn't stunned. The damage is considered magical for the purposes of bypassing resistance to non-magical damage resistances

Once you use this feature, you can't use it again until you finish a long rest.

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