Base Class: Fighter
On battlefields littered with broken steel and fallen bodies, an ill-suited weapon is often a warrior’s greatest fear. Weapon Brawlers turn that fear into strength. Masters of adaptability, they wield weapons in ways others deem impossible, seizing their enemies’ arms and turning them against their former owners.
To a Weapon Brawler, every blade is a tool, every strike an improvisation—and every fight, is a performance.
Level 3: Master of All Arms
3rd-level Weapon Brawler feature
You have mastered the art of wielding weapons with extreme flexibility:
- When you engage in two-weapon fighting, you can wield melee weapons with the two-handed property in one hand. In addition, all melee weapons you are holding gain the thrown property (range 20/60).
- On your turn, you can use a bonus action to draw or stow any number of weapons, or to switch the weapons you are holding in your main hand and off hand.
Level 3: Seize the Edge
3rd-level Weapon Brawler feature
When you hit a creature that is holding a weapon with a melee weapon attack, you can force it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
On a failed save, choose one of the following effects:
- The target drops one weapon it is holding. The weapon lands at its feet.
- You seize the weapon. If you have a free hand, you take it; otherwise, you must immediately swap it with a weapon you are holding.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7: Battlefield Adaptation
7th-level Weapon Brawler feature
You have grown accustomed to improvisation and thrown combat:
- When you make an attack roll with a thrown weapon, you can add your proficiency bonus to the roll again. If the target is not holding any weapons, that attack roll has advantage.
- When you wield a magic melee weapon that you are not attuned to, you can gain its bonus to attack and damage rolls, but you cannot use any of its other properties or activated effects. This benefit lasts for up to 1 minute. Afterward, the weapon provides no benefit to you until you attune to it normally.
Level 10: Opportunistic Assault
10th-level Weapon Brawler feature
You are adept at exploiting every opening in combat.
When you successfully seize a weapon using your Seize the Edge feature, or when you draw, stow, or switch weapons using your bonus action, you can use your reaction to make one weapon attack or thrown attack against a creature within your reach. This attack has advantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 15: Artful Disarm
15th-level Weapon Brawler feature
Your disarming techniques have reached perfection.
When you use your Seize the Edge feature, you can choose for the target to make a Strength, Intelligence, or Wisdom saving throw instead of Dexterity (your choice).
Level 18: Steel Tempest
18th-level Weapon Brawler feature
You can unleash both weapons in a single, fluid motion.
When you make a melee weapon attack as part of the Attack action, you can choose to instead make two attacks: one with your main-hand weapon and one with your off-hand weapon. Both attacks are made with disadvantage.
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