Base Class: Fighter
Not every fighter learns their craft in a dojo or battlefield formation—some hone their instincts in the chaos of tavern brawls, pit fights, and street skirmishes. The Brawler is a master of improvisation, flowing with the rhythm of combat rather than relying on rigid technique. They fight with whatever is at hand—fists, broken furniture, or battered weapons—and overwhelm foes by constantly shifting their attack patterns. Where others rely on finesse or discipline, the Brawler dominates with brute force, unshakable presence, and clever adaptation. Whether it's grappling an opponent into silence, launching them across the battlefield, or being the first to act in any fight, the Brawler excels at turning any scenario into a win through raw physicality and an unyielding will.
Level 3: Unpredictable Flow
Starting at level 3, you've developed a talent for mixing up your fighting rhythm in close combat.
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When you take the Attack action and make at least one unarmed strike, you can make one melee weapon attack as a bonus action. The weapon must lack the Two-Handed property.
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In addition, while you are not wielding a shield, you gain a +1 bonus to attack rolls made with melee weapons that lack the Two-Handed property.
Level 7: Physical Presence
Starting at 7th level, your raw physicality and combat-worn presence command the attention of those around you—even when unarmed.
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You gain proficiency with improvised weapons, which are considered melee weapons for you.
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When you make a Charisma (Intimidation), Charisma (Persuasion), or Wisdom (Animal Handling) check, , you can add your Strength modifier to the roll.
Level 10: Brutal Techniques
At level 10 you’ve refined your physical dominance into specialized combat techniques.
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Chokehold: When you use the Grapple option as part of an unarmed strike, you can choose to apply a chokehold instead. While a creature is grappled by you this way, it must make a Constitution saving throw at the start of each of its turns (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is silenced until the start of its next turn. The effect ends if the grapple ends.
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Throw: When you use the Shove option as part of an unarmed strike, you can choose to throw the creature instead. You push the creature up to 15 feet in a straight line. If the creature collides with another creature within that distance, both must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone.
Level 15: Crushing Momentum
Beginning from level 15, your relentless pressure breaks through even the strongest defenses.
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When you hit a creature with a melee weapon attack, it has disadvantage on saving throws against your abilities and effects until the start of your next turn.
Level 18: Ready For Action
At level 18, your instincts are so sharp that you can act before a fight even begins.
- After finishing a long rest, you can declare one readied action and its trigger, such as “Strike the first creature that draws a weapon” or “Throw the first enemy that charges me.”
- This special readied action can include the full number of attacks, that you can make in one action.
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This special readied action does not expire and is resolved as if you had rolled an initiative of 30. Your normal initiative still determines when your regular turns occur.
Previous Versions
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