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The Brawler

The brawler is a master of hand-to-hand combat. They are street toughs, pit fighters,
martial artists, pugilists, wrestlers and sometimes even gladiators. They use their
formidable size and strength as a weapon, dealing blows with their fists, elbows and knees
that could break a mans skull. Any man can kill with a sword, but to kill with your hands is
much more personal. It is an art.

Class Features
As a Brawler, you gain the following class
features.

Hit Points
Hit Dice: 1d10 per brawler level
Hit Points at 1st level: 12 + your Constitution
modifier
Hit Points at Higher levels: ld12 (or 7) + your
Constitution modifier per brawler level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalist Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics,
Intimidation, Medicine, Perception and
Performance and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
1) Two handaxes
2) Any simple weapon
3) A dungeoneers pack or an explorers pack
Table: The Brawler
Lev
Proficiency
el
Bonus
1st
+2
2nd
3rd
4th
5th

+2
+2
+2
+3

Hand-toHand
1d6

Toughness
Points
-

1d6
1d6
1d6
1d6

2
2
2
3

Class Abilities
Unarmored Defense, Hand-to-Hand
Combat
Toughness
Fighting Style, Stay Conscious
Ability Score Improvement (or Feat)
Extra Attack, Knockout

6th

+3

1d6

7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

1d6
1d6
1d6
1d6
1d8
1d8
1d8
1d8
1d8
1d8
1d10
1d10
1d10
1d10

4
4
5
5
6
6
7
7
8
8
9
9
10
10

Brawler Archetype Feature, Shake it


Of
Hardened
Ability Score Improvement (or Feat)
Brutal Critical
Shake it Of Improvement
Brawler Archetype Feature
Ability Score Improvement (or Feat)
XXX
Shake it Of Improvement
Brawler Archetype Feature
Ability Score Improvement (or Feat)
XXX
XXX
Ability Score Improvement (or Feat)
XXX

Unarmored Defense
Beginning at 1st level, you know how to use your size, strength and speed as a defense
against foes. While you are wearing no armor and not wielding a shield, your AC equals 10
+ your Dexterity modifier + your Constitution modifier.

Hand-to-Hand Combat
Beginning At 1st level, your practice of martial arts gives you mastery of fighting styles that
use unarmed strikes or simple weapons.
You gain the following benefits while you are unarmed or wielding only simple weapons and
you arent wearing armor or wielding a shield:

You can use Constitution instead of Strength for the attack and damage rolls of your
unarmed strikes and simple weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or simple
weapon. This die changes as you gain brawler levels, as shown in the Hand-to-Hand
column of the Brawler table.
When you use the Attack action with an unarmed strike or a brawler weapon on your
turn, you can make one unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaf, you can also make an unarmed
strike as a bonus action, assuming you haven't already taken a bonus action this
turn.

Toughness
Starting at 2nd level, your training allows you to harness the mystic energy of toughness.
Your access to this energy is represented by a number of toughness points. Your brawler
level determines the number of points you have, as shown in the Toughness Points column of
the brawler table.
You can spend these points to fuel various toughness features. You start knowing three such
features: Flurry of Blows, Solid Defense, and Break Free. You learn more toughness features
as you gain levels in this class. When you spend a toughness point, it is unavailable until

you finish a short or long rest, at the end of which you recover all of your expended
toughness points.
Some of your toughness features require your target to make a saving throw to resist the
features efects. The saving throw DC is calculated as follows:
Toughness save DC = 8 + your proficiency bonus + your Strength modifier (unless otherwise
specified)
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 toughness point
to make two hand-to-hand strikes as a bonus action.
Knock Aside
As a bonus action during your attack you can spend 1 toughness point to also move an
opponent five feet (plus five feet per four additional levels) in a direction of your choosing
and knock them prone unless they make a Dexterity or Strength save (their choice).
Break Free
You can spend 1 toughness point to take the Disengage action as a bonus action on your
turn.
Brawn
You can spend 1 toughness point to gain advantage on a Strength check.

Stay Conscious
Starting at 3rd level, you can spend a toughness point on your turn to reroll a failed death
save.

Knockout
Starting at 5th level, you can knock a foe of equal or lesser size unconscious with a single
punch. When you hit another creature with a hand-to-hand attack, you can spend 1
toughness point to attempt a knockout. The target must succeed on a Constitution saving
throw (DC 8 + your proficiency bonus + Strength bonus) or be stunned until the end of your
next turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Shake it Of
At 6th level, as an action you may regain 1d12 + your brawler level in hit points. You must
finish a short rest before you can perform this action again. At 10th level, you can spend a
toughness point to either reroll the d12 and choose the best result. At 14th level, you can
spend a toughness point to reroll a failed Strength, Dexterity or Constitution save.

Hardened

At 7th level, the brawler has become hardened to the fists and blows of many simple
weapons. You gain resistance to bludgeoning damage.

Brutal Critical
At 9th level, you can roll one additional weapon damage die when determining the extra
damage for a critical hit with a melee attack. This increases to two additional dice at 13th
level and three additional dice at 17th level.

Fighting Style Archetypes


Choose one archetype below to represent your style and combat abilities.

Pugilist
The pugilist is a professional, technical fighter who specializes in unarmed strikes. There are
professional leagues of these boxers who fight for sport, wealth and fame.
Pounding Blows
At 3rd level, when the Pugilist makes unarmed strikes (but not with any weapons), they may
add their Constitution bonus to the damage inflicted, in addition to their Strength bonus.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesnt attack, you
can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help
action on its turn.
Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to
use the Attack action.
If using the above optional rule for companion actions, instead of gaining extra attacks, your
pet instead gains the Tough feat.
Beastbond
Your beastbond comes as one of the following options (choose one).
Share Spells. Beginning at 15th level,

Wrestler
The wrestler focuses on grappling and using their great size and strength to hinder
opponents.
Improved Grappling
At 3rd level, when you make an attack action, you can attempt a grapple as a bonus action.
Greater Grappling
At 7th level, you can grapple creatures up to two sizes larger than you.
Master Grappler
At 11th level, you have Advantage on all grapple checks and checks to escape grapples.

Evasive Maneuvers
At 15th level, you are treated as one size larger for the purpose of escaping grapple holds.
For example, as a medium creature you are treated as large, and can automatically escape
grapples from other medium creatures on your turn. You cannot automatically escape being
grappled by a larger creature, such as a giant.

Martial Artist
Martial Artists are brawlers who have dedicated themselves to
rigorous physical training, studies of anatomy and mind over body
training. Martial artists study techniques that have been passed
down and perfected over thousands of years, culminating in highly
efficient and deadly forms of combat.
Combat Style
At 3rd level, choose one type of martial art style from the below list.
Striking: Your hand-to-hand strikes are especially deadly and have
a critical threat range of 19-20.
Defensive: You gain a +1 bonus to AC.
Weaponry: You can use any non-heavy weapons as part of your
hand-to-hand attacks, using the weapons base damage or your
hand-to-hand, whichever is greater.
Terrain Defense
At 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all
subsequent attacks made by that creature for the rest of the turn.
Bond with the Land
At 11th level, the warden can gain advantage on all attacks made in a single round provided
they are within their favored terrain. This ability can be used once per short rest.
Uncanny Dodge
At 15th level, when an attacker that you can see hits you with an attack, you can use your
reaction to
halve the attacks damage against you.

New Brawler Feats


Name
XXX

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