Brawler

Class Features

As an brawler, you gain the following class features.

Hit Points
Hit Dice: 1d10 per brawler level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brawler level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Any 1 vehicle and and 1 gaming set
Saving Throws: Strength, Dexterity
Skills: Choose 4 from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Stealth, Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • leather jacket, knife
  • (a) brass knucles, (b) club or (c) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • (a) casual outfit or (b) any costume
Brawler
Level Proficiency Bonus Unarmed Strike Unseen Strike Features
1st +2 1d4 Unarmed Strike Expert, Second Wind
2nd +2 1d4 1d4 Unseen Strike
3rd +2 1d4 1d4 Brawler Archtype
4th +2 1d4 1d4 Ability Score Improvement
5th +3 1d6 2d4 Extra Attack
6th +3 1d6 2d4 Action Surge
7th +3 1d6 2d4 Brawler Archetype feature
8th +3 1d6 3d4 Ability Score Improvement
9th +4 1d6 3d4 Indomitable (1 use)
10th +4 1d6 3d4 Brawler Archetype feature
11th +4 1d8 4d4 Extra Attack (2)
12th +4 1d8 4d4 Ability Score Improvement
13th +5 1d8 4d4 Indomitable (2 uses)
14th +5 1d8 5d4 Ability Score Improvement
15th +5 1d8 5d4 Brawler Archtype feature
16th +5 1d8 5d4 Ability Score Improvement
17th +6 1d10 6d4 Indomitable (3 uses), Action Surge (2 uses)
18th +6 1d10 6d4 Indomitable Might
19th +6 1d10 6d4 Ability Score Improvement
20th +6 1d10 7d4 Supreme Brawler

Unarmed Strike Expert

At 1st level, your practice of hand-to-hand combat grants you the following benefits while you are unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain brawler levels, as shown in the Unarmed Strike column of the Brawler table.
  • When you use the Attack action with an unarmed strike 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 quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your brawler level. Once you use this feature, you must finish a short or long rest before you can use it again.

Unseen Strike

Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an unarmed strike if you have advantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Unseen Strike column of the Brawler table.

Brawler Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Supreme Brawler

At 20th level, you gain a +4 bonus to your Strength and Dexterity scores.


Brawler Archetypes

Different brawlers choose different approaches to perfecting their fighting prowess. The brawler archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete. Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style. At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical. Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor. At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Barroom Brawler

You become a better and more eager combatant when you've had a few drinks.

Drink to Your Health. At 3rd level, if you've finished a drink in the past 1 minute, you gain an extra 3 hit points per character level.

Drunken Punch. At 7th level, if you've finished a drink in the past 1 minute, you gain a bonus to your unarmed strike and improvised weapon damage equal to your Constitution modifier.

Drunken Grip. At 10th level, if you've finished a drink in the past 1 minute, you advantage on Strength (Athletics) checks to grapple, but no bonuses to escape a grapple.

Drunken Save Improvement. Normally, when inebriated, you take disadvantage on saves made to avoid Charmed, Prone, Stunned, or Unconscious conditions. At 15th level, you no longer suffer this disadvantage, and you gain advantage on saves against becoming Frightened or Poisoned.

Hold My Beer. At 18th level, if you've finished a drink in the past 1 minute, you are immune to the Frightened condition.

Heavy-Hitter

Signature Move. Starting when you choose this archtype at 3rd level, you can utilize a special combat move, like a round-house or a flying elbow. Whenever you hit a target with you unarmed strike, you can impose one of the following effects as you choose:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Pounding Strike. At 7th level, when you hit another creature with an unarmed attack, you can spend an Inspiration Point to attempt a Pounding Strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Aura of Courage. Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Blinding or Deafening Strike. At 15th level, when you hit another creature with an unarmed attack, you can spend an Inspiration Point to attempt a Blinding or Deafening Strike. The target must succeed on a Constitution saving throw or be blinded or deafened (your choice) until the end of your next turn.

At 18th level, the range of this aura increases to 30 feet.

Knock-Out Strike. Once you reach 18th level, when you hit another creature with an unarmed attack, you can spend an Inspiration Point to attempt a to render them unconscious. The target must succeed on a Constitution saving throw or be unconscious until the end of your next turn.

Two-Fisted Fury

You focuses on pounding your enemies to a pulp with your choice of unarmed combat styles, or even a mix.

Improved Unarmed Strike. Beginning when you choose this archetype at 3rd level, your unarmed strike deals 1d4 damage. At 7th level this increases to 1d6, then to 1d8 at 10th, 1d10 at 15th, and 1d12 at 18th. You can choose to use your Dexterity modifier instead of Strength modifier for this attack.

If your offhand is empty, you can make make one unarmed strike as a bonus action. The Extra Attack feature gained by Action Heroes at 5th level can be combined with this attack and used as a single bonus action, but your off-hand must be empty. Other Extra Attacks can be added to this attack as well.

Remarkable Athlete. At 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Improved Unarmed Critical. Starting at 10th level, your unarmed strike scores a critical hit on a natural roll of 19 or 20.

Grapple Expert. At 15th level, you can double your proficiency bonus when making Athletics check to grapple.

Superior Unarmed Critical. Starting at 18th level, your unarmed strikes score a critical hit on a roll of 18–20.

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