Fighter
Base Class: Fighter

The brawler is a master of wrestling, able to outmaneuver almost any opponent.

It's All About Leverage

Beginning when you choose this archetype at 3rd level, you gain additional options when you use the Grapple or Shove actions. (If you use the Disarm, Overrun, Shove Aside, or Tumble optional combat actions from the DMG, this also applies to them.) You decide whether you make a Strength (Athletics) or Dexterity (Acrobatics) roll when using these actions. Additionally, you decide whether your target resists you with Strength (Athletics) or Dexterity (Acrobatics).

Aura of Alacrity

7th- and 18th-level Brawler feature

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Size Matters Not

Starting at 15th level, your grip, knowledge of leverage, and sheer force of will lets you grapple creatures you would normally have no hope of combating. When grappling or using the Shove action, you ignore all size differences between you and your target. (If you use the Disarm, Overrun, Shove Aside, or Tumble optional combat actions from the DMG, this also applies to them.)

Vigilant Defender

 

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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