Base Class: Fighter
Always ready for a fight, the Brawler is especially good at using whatever is available to defeat opponents, whether that be a mug, a stone, or their bare fists. Those who follow this path usually deal with their problems quickly and efficiently, defeating enemies in a rain of blows.
Brawlers Fists
At third level, you have learned to focus your strikes to enhance your unarmed combat. You gain proficiency with Unarmed Strikes, and you may use either Strength or Dexterity for attack and damage rolls for these attacks. While wearing light, medium, or no armor, your unarmed strikes deal 1d4 bludgeoning damage. This increases to a d6 at 9th level, a d8 at 15th level, and a d10 at 18th level. You also gain proficiency with improvised weapons, and your improvised weapon damage can be replaced with your unarmed damage. When you take the Attack action on your turn while using a light melee weapon, improvised melee weapon, or unarmed attack, you may also make a single unarmed strike as a Bonus Action.
Knockout Punch
At 7th level, your unarmed attacks are intense enough to incapacitate even the strongest of foes and count as a magical strike for the purpose of overcoming resistance and immunity to non-magical attacks and damage. After successfully hitting an opponent with an unarmed strike, you may force the opponent to make a Constitution Save, the DC of which is 8 + your proficiency modifier + either your Strength or Dexterity modifier, whichever is higher. If the target fails this save, they take the normal damage and are immediately knocked prone for one minute. If they succeed, they take normal damage, but are not knocked prone. The target may repeat this saving throw at the end of their turn and whenever they take damage, ending the effect on a success. You may use this ability a number of times equal to your proficiency bonus every long rest.
Brawler Maneuvers
At 10th level, you gain unparalleled expertise with combat maneuvers. You gain proficiency with Athletics, and double your proficiency modifier when making ability checks to grapple or shove, or attempting to escape a grapple or resist a shove.
Roll With the Punches
At 15th level, your reflexes have sharpened to extreme heights in combat. Once per round, you may reduce damage from attack against you by 2d10 + your Constitution modifier
Absorb the Blow
At 18th level, your body has toughened to the extreme. As a reaction, the Brawler may increase their AC by an amount equal to their Constitution modifier when an opponent makes a melee attack roll against them. If this increase in AC causes the attack to miss, the Brawler may make one unarmed strike attack against the opponent that attacked the Brawler.
Comments