Base Class: Fighter
The Versatile Brawler
Some warriors spend years perfecting a single martial art. Others master a hundred techniques, blending them into something uniquely their own. You are one of the latter.
A living arsenal of fists, feet, elbows, and improvisation, you adapt your fighting style to suit the battle before you. One moment you're rushing an enemy with a flying kick, the next you're countering their attack before launching them skyward with a crushing uppercut. Every strike is deliberate, every movement efficient, and every battle another opportunity to refine your personal style.
Unlike disciplined monks who pursue enlightenment or trained soldiers who rely on rigid formations, your strength lies in flexibility. You mix wrestling throws with boxing combinations, acrobatic kicks with brutal grapples, and devastating finishers with lightning-fast rushdowns. No two Brawlers fight exactly alike—each develops a personalized set of signature techniques that reflects their own experiences and philosophy.
Whether you're an arena champion, wandering prizefighter, mercenary, bodyguard, or street fighter who clawed their way to greatness, you've learned one universal truth:
Victory belongs to the one who lands the next punch.
Shot Put
Create 16lb iron ball(shot put) and place it active hand, one shotput is in the active hand the creature gains access to Pitch action. Once creature Pitches the iron ball it will fly 15ft away, dealing 1d6 Bludgeoning damage per pound to creature hit by iron ball, Hit creature must do a dexterity check to see if the receive the prone condition. It takes 2 turns for Pitch to hit target creature on first turn after use the iron ball will be 10ft in the air above the target creature, If creature interrupt the iron ball in the air they receive 1d6 Bludgeoning damage per 4 pounds(in air) and in the next turn 1d6 Bludgeoning damage per pound when they hit the ground with the iron ball on top of them.
Flashing Mach Puch
User actively attacks forward in 5ft with 1d6 unarmed strikes for 3 turns in a row. If a creature is hit by the action while the user is actively punching they must do a constitution check or be stunned for the moves duration. When a creature is stunned within the active move Cancel becomes a usable option, if user cancels the move prematurely it allows them to immediately follow up with a bonus action. If this action is used and no creature is affected by it the user is stunned for 1d4 amount of turns and during the stun all actions against the user are crits. This move can be preformed 4 times per long or short rest
Exploding Side Kick
User winds up a unarmed strike(kick) that takes 2 turns to complete to kick creature in 5ft. On the turn the user used this action they wind up their leg during this they can be interrupted and once interrupted the user must roll a dexterity check to see if they gain the prone condition, canceling the use of this move. If the user is not Interrupted during the first turn, they unleash the kick on this turn they cannot be interrupted or reacted to, the kick deals 1d20 damage + 1d8 fire elemental damage. After creature is hit they are sent 20ft away
Onslaught
User dashes forward 10ft in front of them, if creature is 5ft close to them they will begin to do 1d6 unarmed strikes(kicks), after the unarmed strikes the user will send the creature 20ft away but if user is on half hp they will do 1d12 unarmed strikes(kicks) and all will be crits.
Burning Drop Kick
on move activation user has 2 options Boost or Kick. If user picks Kick they will deal unarmed strike(kick) damage +1d8 fire elemental damage to creature in 5ft. But if Choose Boost user will dash forward 15ft Infront of them and deal unarmed strike(kick) damage +1d12 fire elemental damage to creature in 5ft distance to the dash, if user misses boost they will gain prone effect. All options, Boost/Kick will push 15ft away after hit target.
Suplex
on activation user grapples a single creature in 5ft forcing them into Dexterity check if fail user will jump 10ft into the air with them(or an extra 10ft if used in the air) and slams them back into the ground instantly dealing 1d20 damage, after the creature is slammed into the ground they must roll a Dexterity check to see if they get the Unconscious condition.(no matter how much damage this move does it will never kill the creature leaving them on 1hp if they were to die) can be used same amount of times as Strength modifier before needing a long or short rest before this action can be used again.
Helicopter Kick
on activation user will leap into the air 5ft and deal an upward unarmed strike(kick), this will be repeated 1 every turn for 4 turns with the user elevating 5ft every turn. if creature is hit during these turns the creature will elevate along side the user.
Soaring Axe Kick
Unarmed strike(kick) a creature near u in 5ft , 10ft into the air and down slam them with an axe kick dealing 1d20 worth of damage into the ground. all creatures must roll a dexterity check to see if they gained the prone condition.
Feint Jump
User jumps 10ft back and 10ft in the air for 1 turn, but before the turn ends and the user lands they gain the option called Dive. Dive cancels natural descent making the user downward toe kick ant creature by dashing 10ft towards them, if creature is 5ft close to user they will deal 1d20 dam. If this move is used as a reaction, it will be used without provoking opportunity attacks and give the target creature disadvantage on thier next turn.
Head-On Assault
Unarmed strike(kick) a creature near u in 5ft , 10ft into the air and down slam them with an headbutt dealing 1d20 worth of damage into the ground. all creatures must roll a dexterity check to see if they are buried 6ft into the ground.
Comments