Base Class: Fighter
Warriors who follow the way of the Brawler follow a path of violence. They tend to be wanderers and vagabonds who learn their arts through the constant challenges they seek, for they are creatures who learn from experience, from rivalry and from pain. They seek out challenges, adventurers, warriors even mythical creatures to test their mettle against those they choose to face. Victory or defeat it does not matter to those who choose the path of the Brawler, it is the martial challenge, the mental challenge. Brawlers can often be found as members of thieves' guilds or other unsavoury organisations, living lives on the rougher side of the tracks or in adventuring parties seeking out stronger and stronger opponents. Unlike other fighters who train in weapons, followers of the brutal path focus exclusively on unarmed attacks.
Brawlers tend to be intelligent charismatic individuals, with a sly easy going but their nature keeps them to the underbelly of society and more than one thug has been chased out of a city they had called home. When this happens as it inevitably does, they are prone to wandering for a while, often in the company of rogues and bards, like minded souls, seeking adventure beyond the walls of the civilized world.
But Brawlers aren't just mindless thugs, while they enjoy a good scrap, they are students of the sweet science. They move with an uncanny grace and when the strike be it with fists or knees, kicks or elbows they make one hell of an impact, shattering scales, breaking bones, thugs will use any advantage they can get twisting limbs at the joints, tearing tendons, they see every move on the field of battle like a game.
The Brutal Path
Brawler's are not just meat heads, there is a science to what they do and how they fight, planning dozens of moves ahead of their opponents analysing, searching for any weakness or vulnerability. This applies to their interactions in society as well, they have a sly charm and wit that disarms others. You add your Strength modifier to any Charisma skill rolls.
Brawler's use Brass Knuckles or Hex Knuckles as they know them or any other small and light street arm. These weapons are designed to preserve and concentrate a punches force, used in combination with other blows from knees and kicks Brawler's are a force to be reckoned with. A brawler takes great care with the street weapons he wields, combining the with pieces of Hex tech and other magical sources. While wielding these weapons, you can choose to make a bonus action attack with these weapons and while you wield or dual wield a light weapon you gain a +2 bonus to damage.
At 3rd level your movement speed increases by 10ft.
You also learn to use your internal reserves of grit. You gain 1 grit point per level. These points increase as you level and fuel your actions. At 3rd level you can spend a grit point to perform an extra attack as part of your bonus action attack.
As part of the bonus action flurry of blows you can choose to spend an additional grit point, for a total of 2 to give yourself resistance to magical and non magical bludgeoning, piercing and slashing damage for 1 minute as Hex marks appear on your body as arcane tattoos.
As a brawler you eschew armour, instead favouring your reactions and quick reflexes and the durability of your body to protect you. Beginning at 3st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your constitution modifier.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 grit point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, which has a normal range of 20 feet and a long range of 60 feet.
Hex Smith
Hex Brawlers are adept at making street arms. Brass Knuckles, push daggers, karambits, duelling canes and many other small innocuous easily concealable weapons are their stock in trade, some even learn the secrets of Hex Tech and how to combine them with their weapons of choice. You gain proficiency in Smith's Tools.
Alley Cat
You are adept at traversing roof tops, you gain a climbing speed equal to your movement speed. Beginning at 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level.
Hex Empowered.
Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Your movement speed increases by 10ft.
You can manipulate Hex magics to alter your luck, you gain advantage on acrobatics rolls and sleight of hand rolls.
You can choose to spend 1 grit point to give yourself expertise in a skill, this lasts until your next short rest.
Professional Criminal
Hex Brawlers are criminals at heart. You gain advantage on sleight of hand checks and gain expertise in thieves' tools. You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items and can learn any racially locked feat.
Additionally many Hex Brawlers are followers of the Gods of Fortune, from Tyche, Tymora, Mask, Beshaba and the Crooked Mistress, they take the good with the bad, but some are gifted with the ability to manipulate the strings of chance. You can spend a grit point to give yourself advantage on your next d20 roll or disadvantage to your opponents next roll.
Bone Breaker
You have almost completely mastered your speed and power and know just where to hit to break bones, tear tendons and shatter teeth.. Starting at 15th level, when you score a critical your unarmed attacks score a critical hit on a roll of 18–20.
Brutal Speed
Starting at 18th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
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