Base Class: Barbarian
The core of playing a Brawler is unpredictability, and using the environment as your weapon. Many Brawlers choose not to use a melee weapon, and when they do they prefer Simple Weapons.
Brawler's Improvisation
Starting when you choose this path at 3rd level, you hone your senses to finding makeshift weapons in the midst of a fight. You gain proficiency with Improvised Weapons, and can pick up an object to use as an Improvised Weapon as a bonus action. In addition, your unarmed and improvised melee weapon attacks deal 1d4 + your Strength Modifier damage. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Certain improvised weapons could be considered for weapon properties. At the DMs discretion, certain improvised weapons may have the heavy or two-handed property. These weapons will do one damage dice higher than a normal improvised weapon (for example, at level 6 you would deal 1d6 damage with your improvised weapon, but swinging a medium-sized table may be considered two-handed by the DM, and thus deal 1d8 damage instead), up to a 1d12 for damage.
The damage types for these attacks will be up to DM discretion, however the damage types are limited to slashing, piercing, and bludgeoning. For example, a shard of glass may be deal piercing or slashing damage instead of the general bludgeoning damage, however a torch will only do bludgeoning - not fire damage.
Mighty Grappler
You are exceptionally good at pinning down your foes. Starting at 3rd level, whenever you are grappling a creature, you may use your Action to limit their movemet. This acts as a normal Grapple attempt, except if you succeed, the opponent becomes Prone until it escapes from your grapple. While raging, you may attempt to inflict this condition as a Bonus Action instead.
As you advance in levels, you are able to restrict your foe's movement even more. At level 6 you may make your opponent Restrained, at level 10 you may make your opponents Stunned.
Uncanny Fists
Starting at 6th level, your unarmed and improvised weapons are considered magical for the purpose of overcoming resistances.
Body Hurl
At 6th level, you can use not only your own body as a weapon, but others' as well. When grappling a creature of your size or smaller, you may use you Action to hurl them as a weapon a number of feet up to 5 x your Strength modifier. If the they hit an obstacle along the way, they stop their motion and take damage equal to your unarmed strike damage. If the obstacle is a creature, it must succeed on a Dexterity saving throw against a DC of 10 plus your Athletics modifier, taking the same damage on a failed save or half as much on a successful one.
While raging you may do this as a Bonus Action instead.
Bowling Toss
At 10th level, you can hurl your foes with even greater force. When you throw a creature using Body Hurl and hit another creature, you may attempt to Shove the hit creature without expending an action. If you succeed, you it is moved along with the original thrown creature, ending its motion adjacent to it. If more than one creature is in the way, you may attempt to Shove each of them, dealing the same damage to each one, until you fail to shove one or the original creature reaches the maximum range of the throw.
Leveraging Grapple
At 14th level you can use your weight to further improve your grappling technique. While raging you can grapple creatures up to two sizes larger than you, or simultaneously grapple two creatures each up to one size larger than you.
If you are grappling two creatures, you may use your Mighty Grappler and Body Hurler features on both of them with the same action.
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Posted Mar 3, 2022Level 3 additional paragraph:
When grappling an opponent , but not pinning them down, you may use your reaction to use them as a shield to protect you from attacks. This increases your AC by 2, and if an attack that would have hit you doesn't due to the presence of the grappled opponent, the attack strikes them instead, with the original attack roll.
For example, if the character has 15 AC regularly, they may grapple an opponent to raise their AC to 17. If an attack that is aimed at the character rolls a total of 15 or 16, the attack strikes at the grappled creature, if the roll surpasses their AC. (i.e. if the grappled creature has 15/16 AC or less they take the damage meant for the character. If they have 16/17 AC or higher, the attack bounces off their armour.
If using Leveraging Grapple to grapple two creatures, the character may choose which grappled creature is struck.