Fighter
Base Class: Fighter

The Brawler uses battle die to harness their martial combat prowess, using brute force and sheer strength to turn the tide of battle.

 Their fists deadlier than any weapon, their minds sharp and agile, the Brawler is a force to be reckoned with. They gain the ability to deal additional damage with improvised weapons.

Battle Die

When you choose this archetype at 3rd level, you learn Close Quarters Combat options that are fueled by special dice called battle dice.

Close Quarters Combat. You learn three Close Quarters Combat options of your choice, which are detailed under “Close Quarters Combat” below. Many Close Quarters Combat options enhance an attack in some way. You can use only one Close Quarters Combat options per attack.

You learn one additional Close Quarters Combat options of your choice at 7th, 10th, and 15th level. Each time you learn new Close Quarters Combat options, you can also replace one Close Quarters Combat option you know with a different one.

Battle Dice. You have four battle dice, which are d8s. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest.

You gain another battle die at 7th level and one more at 15th level.

Saving Throws. Some of your Close Quarters Combat options require your target to make a saving throw to resist the Close Quarters Combat options' effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier

The Art of Brawling

At 3rd level, you gain proficiency with unarmed attacks and improvised weapons. Additionally, as a bonus action you can perform a perception check for improvised weapons. If successful (and in range), you can grab hold of the Improvised weapon. Every time you attack with an improvised weapon, you must make a DC10 survival check. On a failed check the improvised weapon breaks, drops or becomes otherwise unusable.

 Your unarmed base damage becomes 1d6+STR modifier.

 Your improvised weapon base damage becomes 1d8+STR modifier.

Close Quarters Combat

The CQC options are presented in below.

Counter Strike

When a creature misses you with a melee attack, you can use your reaction and expend one battle die to make an unarmed attack against the creature. If you hit, you add the battle die to the attack’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one battle die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the battle die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with an unarmed attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one battle die, rolling the die and adding the number rolled to your AC until you stop moving.

Goading Attack

When you hit a creature with an unarmed attack, you can expend one battle die to attempt to goad the target into attacking you. You add the battle die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Leg Sweep

When you hit a creature with an unarmed attack, you can expend one battle die to attempt to knock the target down. You add the battle die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Maneuvering Attack

When you hit a creature with an unarmed attack, you can expend one battle die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one battle die to reduce the damage by the number you roll on your battle die + your Constitution modifier.

Pushing Attack

When you hit a creature with an unarmed attack, you can expend one battle die to attempt to drive the target back. You add the battle die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Stunning Blow

When you hit an opponent with an unarmed attack you can expend a battle die to attempt a stunning blow. Add the battle die to the attack and damage roll, and if the strike hits the creature must make a Constitution saving throw versus (8+proficiency bonus+strength modifier). If it fails, it is stunned until the end of your next turn.

Grappler

You gain proficiency in the Athletics skill. You have advantage on skill checks in order to grapple an opponent, or in attempting to break from an opponent's grapple.

Improved Close Quarters Combat

At 10th level, your battle dice turn into d10s. At 18th level, they turn into d12s.

Adrenaline

Starting at 15th level, when you roll initiative and have no battle dice remaining, you regain one battle die.

Improved Close Quarters Combat

At 18th level, your battle dice turn into d12s.

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