Base Class: Fighter
The Brawler does whatever they need in order to win; they don't care about "honorable conduct" or "rules of decorum". A fight is a fight and the winner is the one left standing at the end. Brawlers use Cheap Shots to disorient and distract their enemies before moving in for a more decisive attack. Brawlers learn their trade in street fights, prison cells, and gladiatorial arenas; places where losing is never an option for someone who wants to live.
Street Smarts
At 3rd Level you gain Proficiency in Athletics.
Cheap Shots
When you choose this Archetype at 3rd Level you learn to utilize a number of special attacks meant to disorient and distract your enemies. If you move before your target in the Initiative Order, or if you have Advantage on your Attacks against them, you can attempt to take a Cheap Shot at them. You must have at least one open hand to attempt one of these Cheap Shots.
Cheap Shots. You learn 2 Cheap Shots of your choice, which are described in detail below under "Cheap Shots". Each Cheap Shot takes the place of the first Unarmed Strike of your turn and attempts to impose some sort of short term detrimental effect on your target. To attempt a Cheap Shot, make an Unarmed Strike against your target (this must be the first Attack you make). If you succeed in hitting your target, they take 1 Point of Bludgeoning Damage and you attempt to impose the Cheap Shot's effect. The Target then makes a Saving Throw (determined by the specific Cheap Shot); failure imposes the effect on the target until the end of their next Turn.
You can learn one additional Cheap Shot of your choice at 7th, 10th, and 15th Level. Each time you select a new Cheap Shot, you can also replace one of your known Cheap Shots with another.
Saving Throws. Each of your Cheap Shots require your target to make a saving throw to resist the intended effect. The saving throw DC is calculated as follows:
Cheap Shot save DC = 8 + your proficiency bonus + your Strength modifier
The Cheap Shots are Presented in alphabetical order.
Dirt in the Eye
You use your first Attack to toss some dirt or grit into your target's eyes. The target must make a Dexterity Saving Throw. If the target fails this Save they are Blinded until the end of their next turn.
Foot Stomp
You use your first Attack to stomp down onto one of your target's feet. The target must make a Dexterity Saving Throw. If the target fails this Save their Running Speed is reduced to 0 until the end of their next turn.
Kidney Shot
You use your first Attack to strike your target in a vulnerable area. The target must make a Constitution Saving Throw. If the target fails this Save they cannot make any Reactions until the end of their next turn.
Nose Flick
You use your first Attack to tauntingly flick the end of your target's nose. The target must make a Charisma Saving Throw. If the target fails this Save they are unable to make any Attacks against creatures other than you until the end of their next turn.
Shin Kick
You use your first Attack to sharply kick your target in the shin. The target must make a Constitution Saving Throw. If the target fails this Save they have Disadvantage on all Attacks until the end of their next turn.
Throat Chop
You use your first Attack to chop your target in the throat. The target must make a Dexterity Saving Throw. If the target fails this Save they are unable to speak (or cast spells that require Verbal Components) until the end of their next turn.
Effective Groundwork
You have earned enough painful experience in grappling and fighting on the ground that being Prone is no longer as dangerous to you. When you are Prone your Attacks are no longer made with Disadvantage and enemies no longer gain Advantage on Attacks against you.
Choke Hold
You have learned to take advantage of weaknesses in your enemies; even more so if they are unlucky enough to already be in hand. If an enemy is currently Grappled by you at the beginning of your turn, you may use your Action to attempt to put them in a Choke Hold. You make another Grapple Check against your target; if they fail both you and the target are now Restrained. The target is now suffocating (they cannot breath or speak) and will become Unconscious in a number of Turns equal to half their Constitution Score. You must use your Action on following Turns to maintain the Choke Hold.
Clothesline
It's always a risk to try and duck out of a fight before anything has been settled; enemies flee from you at their own peril. If you successfully land an Opportunity Attack on a target, the target must immediately make a Strength Saving Throw. If the target fails this Save their Speed is reduced to 0 and they are knocked Prone.
Counter Grapple
Further ground fighting experience has made putting hands on you an even riskier option. If an enemy fails in a Grapple attempt against you, you can use your Reaction to attempt a Grapple against them instead.
Initiative Boost
You are quicker on your feet and better prepared to leap into battle once it begins. You gain a +5 Bonus to your Initiative Rolls.
Melee Master
You are now a legendary street fighter; having attained a level of experience and skill to make you a threat to even the most lethal of enemies. At 18th level, you gain the ability to enter a state of enhanced awareness and ability. As an action, you can become a master of melee fighting, gaining the following benefits for 1 minute:
- You have resistance to bludgeoning damage.
- Your Cheap Shots now do the normally rolled damage instead of just 1 point.
- Your AC increases by 1 for every extra enemy after the first one within 5 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.
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