Fighter
Base Class: Fighter

Choosing to give up all weapons, Arcane Brawlers cultivate a fighting style based entirely around their bodies and a mystical energy they call the Arcane Flow. This inner reservoir of power fuels explosive strikes, elemental enhancements, and supernatural agility. An Arcane Brawler’s unarmed attacks can crack stone and pierce armor, not through brute strength alone, but through controlled bursts of force, fire, or lightning channeled through every kick, elbow, and uppercut. Their strikes are fluid and unrelenting, each motion a spell in motion, each step a surge of focused arcana. In battle, they move like a storm—graceful, powerful, and devastatingly fast.

While their style may seem reckless or wild to more traditional warriors, Arcane Brawlers possess discipline and focus born from rigorous training and deep internal balance. As they grow in strength, their bodies become nearly indestructible, hardened by the very magic that fuels their fists. Some Arcane Brawlers stand as vigilantes in city streets, taking down threats with nothing but their bare hands. Others are wandering monks, arcane gladiators, or bodyguards for those who fear traditional spellcasters. Whatever path they walk, the Arcane Brawler proves one truth again and again: you don’t need a weapon to be deadly—you just need the will to fight, and the magic in your blood to back it up.

Level 3: Arcane Strikes

You lose proficiency with all weapons, and you cannot use weapon attacks.
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
When you make an unarmed strike, you can choose to deal force damage instead of bludgeoning.
Your unarmed strikes deal 1d6 + Strength or Dexterity modifier damage. This die increases to 1d8 at 10th level and 1d10 at 18th level.
You can use your bonus action to make an additional unarmed strike when you take the Attack action on your turn.

Level 3: Arcane Flow

You can spend these points to use the following effects:
Empowered Blow (1 point): Add an extra 1d8 force damage to an unarmed strike.
Knockback (1 point): After hitting a creature with an unarmed strike, force them to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity mod) or be pushed 10 feet away.
Stunning Impact (2 points): After a hit, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Level 7: Magic Reflexes

You can add your Arcane Flow die (1d6) to a Dexterity saving throw or Initiative roll. This die increases to a d8 at 15th level.

Level 10: Elemental Fists

Your strikes can now carry elemental energy. When you hit with an unarmed strike, you can choose for it to deal fire, cold, lightning, or thunder damage instead of force or bludgeoning. Once per turn, when you hit a creature with an elemental strike, you can cause a secondary effect (depending on the damage type):

Fire: Target takes an additional 1d6 fire damage at the start of its next turn.
Cold: Target’s speed is reduced by 10 feet until the start of your next turn.
Lightning: Target can’t take reactions until the start of its next turn.
Thunder: Target is deafened until the end of its next turn.

Unbreakable Body

Your constant channeling of magic has reinforced your body. You gain resistance to bludgeoning, piercing, and slashing damage from non magical weapons.
Additionally, when you are reduced to 0 hit points but not killed outright, you can spend 3 Arcane Flow points to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Level 18: Arcane Avalanche

You become a whirlwind of arcane-powered motion. When you take the Attack action on your turn, you can spend 2 Arcane Flow points to make an unarmed strike against every creature of your choice within 5 feet of you.
In addition, once per turn, if you hit with two or more unarmed strikes, you can immediately make another unarmed strike as part of that attack.

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