Base Class: Fighter
Brawlers use their bare fists and raw force as their
first and best weapons in combat. Such warriors
come from tough stock—prize fighters, outlanders,
bouncers, and veterans—and have learned to hone
their bodies into implements of war. Wherever a
brawler goes, bruised and broken bodies follow. It
doesn’t matter whether they’re tossing thugs around
a tavern or going toe-to-toe with a red dragon, brute
force always comes out on top.
Brawling
Starting at 3rd level, you’ve mastered a brutal,
bloody-knuckle style of combat. You are proficient
with improvised weapons and treat one-handed
improvised weapons as if they had the Thrown
(range 20/60) property.
Additionally, while you are unarmed or wielding
an improvised weapon and you aren’t wearing
medium or heavy armor, you gain the following
benefits:
• You can use your Strength instead of your
Dexterity when determining your AC.
• Your unarmed strikes and improvised weapons
deal improved damage and improve as you gain
levels in this class, as shown on the following
table.
Fighter LevelDamage
3rd 1d6
5th 1d8
11th 1d10
17th 1d12
Brute Force
Also at 3rd level, you can maneuver your opponents
to gain a ruthless edge in combat. When you hit a
creature with an unarmed strike or a melee attack
using an improvised weapon, you can use your
bonus action to attempt to grapple the target or deal
an extra 1d6 damage.
This damage increases as you gain higher levels
in this class. At 5th level, the extra damage you deal
increases to 1d8 damage, at 11th level it increases to
1d10 damage, and at 17th level, it increases to 1d12
damage.
Imposing Physique
Starting at 7th level, you learn to speak more with
your prodigious muscles instead of your words.
You gain proficiency in the Intimidation skill, and
you can use your Strength bonus instead of your
Charisma bonus for Charisma (Intimidation) checks.
Additionally, your capacities for carrying, lifting,
pushing, and pulling are doubled.
Haymaker
At 10th level, you can put all your force into one
blow. When you use the Attack action on your turn
to make an unarmed strike, you can choose to forgo
any additional attacks you could make with your
action to make a single, devastating blow. For each
attack you would give up in this way, you can add
two extra damage dice to the attack’s damage roll.
Owlbear Wrestler
Starting at 15th level, you’ve learned how to pin
down even the most towering foes. Creatures large or smaller
have disadvantage on their saving throws against your grapples
and you can attempt to grapple creatures of any size category.
Skullbreaker
Starting at 18th level, your blows are able to rattle
even the greatest of foes. Once on each of your
turns when you deal damage to a creature with an
unarmed strike or an improvised weapon, you can
choose to shatter their resolve. You gain resistance to
any damage that creature deals to you until the start
of your next turn.
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