Base Class: Fighter
Strong muscles and hard punches are what gives you the all to well known devastating raw power of the Unarmed Brawler. Most Unarmed Brawlers live in poverty and in the slums or underground abandoned living areas of big city's. Often doing street fights or bar brawls for quick coin when they need it, but will do any from of physical labor for some coin if the terms call for it. As a poverty and hunger filled fighter, you never turn down any form of payment, often at times even haggling for a higher pay if you deem it worthy. Living in poverty you are built tough and gritty, often resorting to violence as a quick solution to any dispute or misunderstanding.
Brutal Pugilist
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain unarmed brawler levels, as shown in the Unarmed Attack column of the Unarmed Brawler table.
- You gain proficiency with the brass knuckle weapon. Once in each of your turns, you can add the damage die of the weapon to your unarmed strike.
Reckless Punch
Doing so gives you advantage on all unarmed attack rolls during this turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
Brawler's Surge
- You have advantage on all Constitution checks and saving throws.
- You gain a number of temporary hit points equal to three times your level in this class.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Your surge lasts for 1 minute. It 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 rage on your turn as a bonus action.
Once you have raged the number of times shown for your unarmed brawler level in the Brawler's Rages column of the Unarmed Brawler table, you must finish a short our long rest before you can rage again.
Black Flash
You wind up and deliver one of your most devastating punches to a single enemy.
Once in each of your turns, when you hit a creature with your unarmed strike, you can add 2d8 to the damage caused by that attack. This damage increases as you gain levels in this class.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a short or a long rest.
Iron Stance
- Starting at the 3rd level, if you have not used any movement this turn, attacks on you have disadvantage.
Mighty Blows
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enlarged Muscles
Starting at the 6th level, your muscles over harsh training and brutal abuse, have become harder then Raw Iron. You gain a +2 to your AC as long as you are not wearing any form of armor or shield. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or break objects. (this does not stack with any other ability that that also increases your carrying capacity and maximum lift).
Brute Force
Starting at the 10th level, through your agonizing training you have learned the perfect way to advance on ranged opponents. When an opponent hits you with a ranged attack and you can see them, as a reaction, you can advance in their direction an amount of distance equal to your race's moving speed. If you are within 5 feet of the target, you can perform an unarmed strike during the same reaction with no other cost.
You can use this feature a number of times equal to your Constitution modifier. Once you expend all your uses, you can't do it again until you complete a long rest.
Unshakable Resolve
Starting at the 7th level, your stubborn personality makes you resistant to mental harm. You have advantage on saving throws against being charmed or frightened. While surging, you have an advantage on Intelligence, Wisdom, and Charisma saving throws, and you have immunity to the charmed and frightened conditions.
Critical KO Punch
Beginning at 9th level, you can roll one additional unarmed strike damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Immovable Object
Starting at 10th level, your sheer mass of muscle makes you heavier than you look. When an effect would push or otherwise unwillingly cause you to move, the distance you are moved is reduced by 5 x your class level.
The Wall
Finally, at the 14th level, you can add your Constitution modifier to all of your other saving throws. If you succeed on a saving throw against an area effect, can choose to fail the save, if you do gain 10ft of movement and any friendly target that is in a 90-foot cone behind you will succeed on their saving throw instead. You can choose to use this feature after their saving throws are rolled and after the DM says if they fail or succeed.
Flurry Rush
At 15th level, when you successfully attack a creature on your turn, you enter a flurry rush. Each successful attack after your initial strike on your turn deals an additional 1d4 damage.
Toughened Rage
At the 18th level, while raging, you are now resistant to one physical and one magical damage type of your choice. You may change the damage type after you complete a long rest.
Champion
You have done it, you have exceeded many expectations and set forth on your goal, you have now achieved the title of a true brawling Champion. At 20th level, you have unmatched endurance and power. Your Strength and Constitution scores increase by 4. Your maximum for those abilities is now 24.
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