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Brawler


Hit Points

Hit Dice: d10 per Brawler level
Hit Points at first Level: 10+Con Modifier
Hit Points at Higher Levels: D10+Con Modifier

Proficiences

Armor: Light Armor
Weapons: Simple weapons and unarmed strikes
Tools: None
Saving Throws: Strength and Constitution
Skills:
  • Acrobatics
  • Athletics
  • Intimidation
  • Investigation
  • Perception
  • Survival

Overview & Creation

Big Talk, Big Hit


A man walks down the street late at night, trying to make it back to his house. He is suddenly ambushed by a group of street thugs. They command him to either give up all of his possesions or face death. The man cooly tells them that if they don't step back, he'll break all of their bones before they can even land a cut on him. Feeling mildly threatened, one bandit rushes him with his dagger. In exactly one second, the bandit promptly gets his face caved in with a high-speed palm-strike. The others, now cowering, proceed to bolt off, throwing their gold at him in the process.

Raw Power


Brawlers can be found anywhere. While Monks train themselves at monasteries, brawlers train themselves with strict training regimes. Brawlers, especially experienced ones, are not to be trifled with. They can strike things with enough power to break both their body and mind. Because of their simple raw strength and varied alignments, they are usually hired as body-guards and crowd-controllers.

Building a Brawler


Brawlers focus on two things: Hit things hard and take hits as hard. For your stats, put your highest stats in Strength and Constitution. After that, choose between Dexterity or Charisma. Brawlers can take advantage of not needing to use physical weapons, instead relying on their own strength. Armor is usually on the light side, as mobility is always crucial.


Class Features

Unarmored Defense


At 1st level, your AC equals 10+Dex+Constitution. The base number can be changed if you are wearing armor that you are proficient in that isn't heavy.

Unarmed Combat


At 1st level, you gain the ability to fight purely with your own limbs. Weapons are not needed because you are the weapon. Your unarmed strikes deal a D4 worth of damage and can be lethal. This dice changes as you level up.

Forceful Will


At 2nd level, you now have the ability to store Force Points. You store Force Points by dealing or taking damage. Every time you deal at least 8 points of damage or take at least 8 points of damage, you gain one Force Point, up to your current Brawler level. Whenever you choose to use an ability that uses these points, you can only perform. You can perform the following maneuvers:
  • Direct Hit: By spending one force point before rolling to hit, you can double your Strength modifier for an attack action. This only applies to one single attack.
  • Guard Up: By spending one force point, you can use your reaction before an enemy attack to increase you AC by your current Brawler level, up to a maximum of +5. The AC bonus ends at the start of you next turn. 
  • Take Down: By spending one force point before making an attack, you can maximize your damage roll. However, you will also take 1D4 in recoil damage.

Brawl Art


At 3rd level, you get choose your way on how you like to fight. You get to choose between two subclass options: Strike Art or Bide Art.

Ability Score Improvement


When you reach 4th level, and again at 6th, 10th, 12th, 16th, and 18th level, you can increase one ability score by 2 points, or two ability scores by 1 point. As normal, you can't increase an ability score above 20 with this feature.

Extra Attack


At 5th level, you can attack twice whenever you take the attack action. You get another Extra Attack at 11th level, allowing you to attack a total of 3 times.

Improved Strikes


Your unarmed strike turns into a D6 at 6th level. It then turns into a D8 at 9th level and then a D10 14th level.

Strike and Scare


At 8th level, your fighting abilities can now break both your oponent's body and mind. After landing an unarmed strike, you can expend a force point roll an intimidation check towards 1 creature. They must contest the intimidation by making an insight check. If they fail the check, they are frozen with fear. Their movement speeds drop to 0 until the end of their turn and are unable to move, dash, or disengage. Scared creatures roll disadvantage on opportunity attacks.

Knock-Out Blow


At 11th level, your strikes can badly knock someone out-cold. If you roll max-damage, you can spend a force point to incapacitate the target for 1 round.

Bloodlust


At 15th level, you automatically regain 5 force points whenever you kill a creature.

Rampage


At 19th level, you can become an unstoppable force of destruction. After killing a creature, you can take another attack action against another creature. In addition, every other attack after the initial kill allows you to roll with advantage. Rampage ends if you don't kill a creature on your next turn.


Starting Equipment

  • Padded Armor
  • Dungeoneer's pack or Explorer's pack
  • 10 darts

 


Subclass Options

Strike Art


Strike Art is the art of taking down opponents with great power and force. You gain the ability to further lethalize your unarmed combat. Your ability to fight unarmed now rival most weapons.

Quick Hit


At 3rd level, you now have the ability to make an extra unarmed strike as a bonus action, on top of your initial attack action. You can not expend force points with the bonus action attack though.

Rushdown


At 7th level, you now have the powerful ability of delivering a rush of strikes that are both fast a powerful. By expending 2 force points after landing a hit, roll a D6 and your unarmed strike die. Multiply the two results together. You can't regain force points after using Rushdown until the start of your next turn. The D6 turns into a D12 at level 12 and then a D20 at level 20. This ability recharges after a short or long rest.

Melee Techniques


At 13th level, you have more techniques at your disposal. You can expend a force point to do one of the following techniques:
  • Grab and Throw: If a creature makes a melee attack against you and misses, you can use your reaction to make a grapple check. If you succeed the check, you can throw the target down, knocking them prone and take 1D4 bludeoning damage.
  • Body Charge: By expending a force point, you can take a dash action to try to plow through enemies in a straight line. Any one hit by you must make a Dexterity save (DC=Brawler Level) or be shoved to the side by 10 ft and get knocked prone. They also all take 1D4 bludeoning damage.
  • Launching Punch: By expending a force point, you can cause a target that you hit to make a Strength save (DC=Brawler level). If they fail the save, they are launched up to 30 ft away and knocked prone.

Body Missile


At 17th level, your melee attacks deal an incredible amount of collateral damage. If you kill a creature, their corpse can fly back up to 30 ft. Any creature that is in the line of sight must make a Dexterity save (DC=Brawler Level) or take 1D6 bludeoning damage and be knocked back with it.

Exponential Power


At 20th level, you become completely unstoppable. When you kill a creature, your unarmed strikes progressively get more and more deadly. For each creature killed, your damage modifier for the next hour receives a +1 bonus. This stacks to a maximum of +10. You also regain half of your current force points back for each kill.

Bide Art


Bide Art is the art of being able to take as much damage as a stone wall. You have the ability to throw yourself into the heat of battle and resist any shots taken onto you. You essentially become a walking set of armor.

Tough Defence


At 3rd level, you can add half of your Strength modifier into your AC. In addition, you can add your Strength modifier to your HP when you level up (includes this level).

Release Counter


At 7th level, you gain a special counter move. As an action, you enter a defensive position for a round. During this time, you can't move or take reactions. On your next turn, any damage that you take can be reutilized. You can move up to half your normal speed on your next turn and make an attack action. Instead of rolling for damage, you deal 2x the amount of damage that you received beforehand.

Unstoppable Force


At 13th level, you can become the true juggernaut of the party. By expending 3 force points, your AC increase by 3 points. In addition, you also gain resistance to non-magical bludeoning, piercing, and slashing damage for 1 minute. Afterwards, you must roll a Constitution save of 12 or take 1 point of exhaustion.

Damage Absorption


At 17th level, your body is now able to reverse damage taken. By expending 5 force points, any damage that you take until your next turn is instead used as healing power. On your next turn after expending the point, you can heal back by 1.5 of the received damage. This can only be done once per short or long rest.

True Defence


At 20th level, you become the pinnacle of "unstoppable." By exending 5 force points, you become nearly unkillable. For 2 minutes (20 rounds) You are resistant to every single damage type that isn't magical, you can regenerate 3D6 HP at the start of your next turn, and projectiles that don't deal maximum damage or aren't critical hits will simply deflect off of your body. After the 2 minutes, you quickly lose all of your forcepoints, but your HP goes back to max.
 


LevelProficiency BonusFeaturesUnarmed DamageForce Points
1+2Unarmored Defense, Unarmed CombatD40
2+2Forceful WillD42
3+2Brawl Art, Brawl Art FeatureD43
4+2Ability Score ImprovementD44
5+3Extra AttackD45
6+3Ability Score Improvement, Improved StrikeD66
7+3Brawl Art FeatureD67
8+3Strike and ScareD68
9+4Improved StrikeD89
10+4Ability Score ImprovementD810
11+4Extra Attack (2), Knock-Out BlowD811
12+4Ability Score ImprovementD812
13+5Brawl Art FeatureD813
14+5Improved StrikeD1014
15+5BloodlustD1015
16+5Ability Score ImprovementD1016
17+6Brawl Art FeatureD1017
18+6Ability Score ImprovementD1018
19+6RampageD1019
20+6Brawl Art FeatureD1020

Created by

n0753w.

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Class Features

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