The Brawler - A Martial Class | GM Binder by Dragonshard
Deep in a swamp, a hydra lunges one of its heads at a seemingly unarmed dwarf. Sidestepping quickly, the dwarf grabs the maw, pushing it forcefully into the marshy ground.
With a goblin in a chokehold in one arm, an armored dragonborn dashes and jumps into the air, dropkicking a hobgoblin. After mere moments, the whole goblin war party is lying in the dirt or running in frantic fear.
An ogre rushes a party of adventurers, swinging its club wildly. A human throws herself in the way and ducks under a menacing blow. Grabbing the ogre's arm, she launches herself into the air and brings both fists down on the crown of the brute's head. Stopping dead in its tracks, the ogre crumples to the ground.
These heroes are brawlers, warriors who train their bodies to be brutal weapons. Swinging their fists, and whatever else they get their hands on, brawlers are devastating melee combatants who control the battlefield as they effortlessly throw foes around, taking down those who pose too much danger to their allies.
hit dice:
1d10
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
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons
tools:
A Gaming Set
saving throws:
Constitution, Strength
skills:
Athletics, and choose two skills from Acrobatics, Insight, Intimidation, Medicine, Perception, Sleight of Hand, and Survival
starting equipment:
Each of the Following:
Any Simple Weapon
(a) Hide Armor or (b) Leather Armor
(a) a Light crossbow and 20 bolts or (b) 4 javelins
(a) a dungeoneer's pack or (b) an iexplorer's pack
spellcasting:
class features:
Hard Knocks
At 1st level, you are accustomed to shrugging off blows and ignoring pain that would take down most people. Once per long rest, as a reaction to taking damage that would leave you with less than half your maximum hit points, you may choose to halve the triggering damage and temporarily gain resistance to all damage for one minute.
You can use this feature twice between long rests starting at 9th level and three times starting at 17th level.
Brawling
At 1st level, you know how to use your fists and whatever else is available in combat. You gain the following benefits while you are unarmed or wielding only one melee weapon:
You can roll a d4 in place of the normal damage of your unarmed strikes and other melee attacks. This die changes as you gain brawler levels, as shown in the Brawl Die column of the Brawler table.
When you use the Attack action with an unarmed strike or melee weapon on your turn, you can make one unarmed strike as a bonus action.
Your proficiency modifier is doubled for athletics checks used in ability score contests.
Dirty Fighting
At 2nd level, you learn to take advantage of any opportunity your opponents give you. You have a number of cheap shots available according to the Cheap Shots column of the Brawler Table. You regain all expended cheap shots when you complete a short or long rest.
When you use the attack action to hit an opponent with a melee attack, you may expend a cheap shot to attempt to shove, grapple, or disarm the target as part of the same attack.
Depending on your choice of brawler forte, you may gain multiple features that allow you to modify an attack by spending cheap shots. Only one such feature may modify each attack. For example, if you use the wide swing feature from the bouncer forte, you may not spend additional cheap shots to grapple with those attacks.
Fast Movement
Starting at 2nd level, you are light on your feet. Your speed increases by 10 feet while you aren’t wearing heavy armor or a shield.
Brawling Forte
At 3rd level, you gain a forte representing your personal talents and brawling techniques. The forte you choose grants you features at levels 3, 6, 10, 14, and 18.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Force of will
Beginning at 6th level, you put your whole will behind every blow. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Danger Sense
By 7th level, you've taken enough knocks to learn how to avoid harm where possible. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Improved Dirty Fighting
Beginning at 11th level, when you attempt to grapple, shove, or disarm, you can expend a cheap shot to give the target disadvantage on their contesting check. In addition, you can shove or grapple creatures up to two sizes larger than yourself, and you no longer have disadvantage when attempting to disarm an opponent larger than you.
Awesome Blow
Beginning at 13th level, your critical hits become more devastating. When you critically hit a creature with a melee attack, you may expend one cheap shot to automatically knock it prone and/or push it up to 10 feet away from you (your choice).
Size-Up Opponenet
At 15th level, you have become so familiar with close quarters brawling that you intuitively sense the physical state of those you strike. Once per round, when you hit an opponent with a melee attack, you may choose to learn whether your opponent is near death (25% or less of its maximum hit points remaining), badly wounded (26-50%), winded (51-75%), or fresh (more than 75%).
Legendary Brawler
At 20th level, your ability to keep your foes off-balance is legendary. You have advantage on athletics checks used in ability score contests. In addition, you can shove or grapple any creature regardless of size.
subclass options:
Bruiser
While all brawlers are brutal and unorthodox fighters, bruisers take things a step further: Rushing headlong into combat, bruisers astonish combatants with ferocious charges, impacting their foes bwefore they even have a chance to raise their weapons.
Features
Charge
At 3rd level, you've developed a staggering charging technique. You may attempt to charge a creature by moving at least 15 feet in a straight line into their space and expending one cheap shot. You make an athletics check contested by the creature's athletics or acrobatics check (their choice). The creature must be no more than one size larger than you.
If you succeed, you push the creature back 5 feet. In addition, you may push them 5 additional feet for every 5 points your check is greater than theirs. If you move the creature any additional distance, you move with them so that you remain within 5 feet. If you fail or tie, you move 5 feet back to where you were before you moved into the creature's space.
Intimidating Technique
Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in intimidation (or another brawler class skill if already proficient) and can use strength for intimidation checks.
Eager Combatant
Beginning at 6th level, you are always ready and itching for a fight. You have advantage on initiative rolls.
Bull Rush
At 10th level, you charge with such ferocity that your opponents can't stay on their feet. When you successfully push a creature with a charge, you can spend an additional cheap shot to automatically knock them prone.
In addition, you can now charge creautes up to two sizes larger than you.
Charging strike
Beginning at 14th level, after attempting to charge a creature, if your next attack during the same turn hits that creature, the attack deals an extra two brawl die in damage.
Living Avalanche
Beginning at 18th level, once per round, when you successfully push a creature with charge, you may spend two cheap shots to stun that creature until the beginning of your next turn. In addition, you can charge any creature regardless of size.
Level | Proficiency Bonus | Cheap Shots | Brawl Die | Features |
---|
1st | +2 | - | 1d4 | Had Knocks (1 Use), Brawling |
2nd | +2 | 2 | 1d4 | Dirty Fighting, Fast Movement |
3rd | +2 | 3 | 1d4 | Brawling Forte |
4th | +2 | 4 | 1d4 | Ability Score Improvement |
5th | +3 | 5 | 1d6 | Extra Attack |
6th | +3 | 6 | 1d6 | Forte Feature, Force of Will |
7th | +3 | 7 | 1d6 | Danger Sense |
8th | +3 | 8 | 1d6 | Ability Score Improvement |
9th | +4 | 9 | 1d6 | Hard Knocks (2 Uses) |
10th | +4 | 10 | 1d6 | Forte Feature |
11th | +4 | 11 | 1d8 | Dirty Fighting Improvement |
12th | +4 | 13 | 1d8 | Ability Score Improvement |
13th | +5 | 13 | 1d8 | Awesome Blow |
14th | +5 | 14 | 1d8 | Forte Feature |
15th | +5 | 15 | 1d8 | Size-Up Opponent |
16th | +5 | 16 | 1d8 | Ability Score Improvement |
17th | +6 | 17 | 1d10 | Hard Knocks (3 Uses) |
18th | +6 | 18 | 1d10 | Forte Feature |
19th | +6 | 19 | 1d10 | Ability Score Improvement |
20th | +6 | 20 | 1d10 | Legendary Brawler |