Fighter
Base Class: Fighter

Worldscarred Brawlers are fighters who survived the impossible and learned to answer chaos with steel and bare-knuckle violence. They have no spells, no mystical training, and no supernatural gifts of their own. Instead, they rely on ruthless close-quarters skill, chaining sword strikes, punches, elbows, knees, and grapples into brutal combinations that overwhelm stronger foes. Some carry unusual weapons, but their deadliest trait is simple: when the world stops making sense, they keep fighting.

 

Steel and Fist

Your Unarmed Strikes deal 1d6 + your Strength modifier Bludgeoning damage instead of their normal damage. If you aren’t wielding anything in one of your hands, the damage die becomes 1d8.

Once during each of your turns, when you hit a creature with a melee weapon attack, you can make one Unarmed Strike as a Bonus Action. Alternatively, if you hit a creature with an Unarmed Strike during your turn, you can make one melee weapon attack as your Bonus Action.

Your Unarmed Strikes count as weapon attacks for your Worldscarred Brawler features, but they are not magical.

 

Brawler’s Arsenal

You are practiced at using your whole body in a fight. Your Unarmed Strikes can be punches, kicks, elbows, knees, headbutts, shoulder checks, or pommel strikes.

You have Advantage on Strength (Athletics) checks made to Grapple, Shove, or resist being Grappled or Shoved. Being armed does not prevent you from attempting a Grapple as long as you have at least one free hand.

 

Brutal techniques

You learn all five Brutal Techniques below. You can use only one Brutal Technique per attack, and unless otherwise stated, each technique can be used once per turn.

  • Pommel Break: When you hit a creature with a melee weapon attack, it takes extra Bludgeoning damage equal to your Proficiency Bonus, and must succeed on a Strength saving throw or be pushed 5 feet. Save DC = 8 + your Proficiency Bonus + your Strength modifier.
  • Gut Check: When you hit a creature with an Unarmed Strike, it can’t take Reactions until the beginning of its next turn.
  • Leg Sweep: When you hit a creature with an Unarmed Strike, it must make a Dexterity saving throw against your Brawler save DC or fall Prone. A creature more than one size larger than you automatically succeeds.
  • Driving Slash: Before making a melee weapon attack, you can declare a Driving Slash. If the attack hits, you can move up to 10 feet without provoking Opportunity Attacks from that creature. This movement must end closer to it, farther from it, or on the opposite side of it.
  • Skull Ringer: When you hit a creature with an Unarmed Strike, you can deal an extra 1d6 Bludgeoning damage. You can use this a number of times equal to your Proficiency Bonus per Long Rest.

 

Keep moving

You gain proficiency in Perception or Survival. If you already have proficiency in the chosen skill, you instead gain Expertise in it.

When you use Second Wind, you can also do one of the following without an additional action: move up to half your Speed without provoking Opportunity Attacks, stand from Prone, end the Grappled condition on yourself, or draw or retrieve a weapon within your reach.

 

Improved techniques

Your Brutal Techniques improve as follows:

Pommel Break: You can push the target 10 feet instead of 5.

Gut Check: The creature also has Disadvantage on its next attack roll before the beginning of your next turn.

Leg Sweep: You can use it against creatures up to two sizes larger than you.

Driving Slash: You may move up to 15 feet.

Skull Ringer: Its extra damage increases to 2d6.

Also gain an additional technique Close line from hell: deal 1D10 plus strength modifier and attempt to knock an enemy prone. Target must succeed a DC 15 strength check or be knocked prone. Only useable on creatures the same or one size larger than you. 

Relentless combination.

Once during each of your turns, when you hit the same creature with both a melee weapon attack and an Unarmed Strike, you complete a Combination. Choose one effect:

Hammer and Steel: Deal extra damage equal to one roll of your weapon’s damage die + your Strength modifier.

Knock Off Balance: The creature has Disadvantage on the next saving throw it makes against one of your Brutal Techniques before the beginning of your next turn.

Break Their Guard: Your next melee attack against that creature before the end of your next turn has Advantage.

Drive Them Down: If the creature is Prone, Grappled, or has been pushed by you during this turn, its Speed becomes 0 until the beginning of your next turn.

 

Demon Slayer’s Interruption Requires the Demon Slayer Sword

This feature functions only while you are wielding the Demon Slayer Sword. Its effects come from the sword’s anti-magic properties, not from you.

When a creature within your melee reach casts a spell, you can use your Reaction to make one attack against that creature with the Demon Slayer Sword. If the attack hits, the creature must make a Constitution saving throw.

DC = 8 + your Proficiency Bonus + the ability modifier used for the sword attack.

On a failed save, the spell fails and is wasted. On a successful save, the spell is cast normally.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

 

Sever the Spell Requires the Demon Slayer Sword

While wielding the Demon Slayer Sword, when you hit a creature that is Concentrating on a spell, that creature makes its resulting Concentration saving throw with Disadvantage.

 

No More Running

Once during each of your turns when you take the Attack action, you can make one additional Unarmed Strike as part of that same action.

Whenever you complete a Relentless Combination, you can choose two different Combination effects instead of one.

Also, when a creature within 5 feet of you reduces you to half your Hit Points or fewer for the first time during a combat, you can immediately make one melee weapon attack or one Unarmed Strike against that creature without using your Reaction.