Brawler (5e Class)

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Brawler[edit]

"A Rough-and-Tumble human stumbles out of the way of a heavy fist rushing their way. She smirks as she swipes a bottle from the table behind her and smashes it over her attacker's head."

"A wiry Half-elf catches a throwing knife just inches from his chest. Using the knife, he digs into the sand and flings it up at his opponent, blinding them for a little while."

"A stocky Half-orc charges through a hall of Skeletons, wildly swinging at each undead enemy he gets the chance to, knocking skulls off of bodies left and right."

Scrappy Fighters[edit]

Masters of unrestricted combat, Brawlers revel in fighting dirty and decimating their opponent by fighting with every advantage they have. Many brawlers rely on heavy unarmed strikes and forcing the enemy into an unfair battle. However, it is not uncommon for them to use any weapon at their disposal to get the job done.

Creating a Brawler[edit]

How did you learn to fight the way you do? Were you trained by holy men high up on a mountain? Did you learn from fending off your alcoholic father's drunken rages? Did you grow up in the slums and are more self-taught?

Quick Build

You can make a brawler quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Gladiator background.

Class Features

As a brawler you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Perception and Survival

Equipment

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

  • (a) a greatclub or (b) any simple weapon
  • (a) explorer's Pack or (b) dungeoneer's Pack or (c) entertainer's Pack
  • studded leather, a club, two daggers and a ls
  • If you are using starting wealth, you have 3d4x5 gp in funds.

Table: The brawler

Level Proficiency
Bonus
Features Savagery Die Brutalities Known
1st +2 Hard Knocks,Savagery, Brawling Archetype 1d4
2nd +2 Brutalities 1d4 2
3rd +2 Archetype Feature 1d4 2
4th +2 Ability Score Improvement 1d4 2
5th +3 Savage Strike, Relentless Savagery 1d6 3
6th +3 Unflagging Endurance 1d6 3
7th +3 Powerful Athlete 1d6 4
8th +3 Ability Score Improvement 1d6 4
9th +4 Archetype Feature 1d8 5
10th +4 Indomitable Body 1d8 5
11th +4 Brawler's Stand 1d8 5
12th +4 Ability Score Improvement 1d8 6
13th +5 Archetype Feature 1d10 6
14th +5 Ability Score Improvement 1d10 6
15th +5 Unstoppable Might 1d10 7
16th +5 Ability Score Improvement 1d10 7
17th +6 Survivor 1d12 7
18th +6 Destructive Force 1d12 8
19th +6 Ability Score Improvement 1d12 8
20th +6 Archetype Feature, Unstoppable Might Improvement 1d12 8

Hard Knocks[edit]

Starting at 1st level, you exchange grace and technique for brute force when attacking your foes. Whenever you make a weapon attack using Strength and wield a weapon in two hands, you can choose to roll a d12, instead of the damage die for your chosen weapon if you are proficient.

If you are not wielding anything in both hands, you can also use your Hard Knocks damage die for unarmed strikes. Starting at 6th level, your Hard Knocks ignore resistances and immunity to nonmagical damage.

Savagery[edit]

Also at 1st level, you can unleash the full potential of your might when needed. Whenever you make a Strength, Dexterity or Constitution check or saving throw, you can add a d4 to the result of the check, potentially changing the outcome.

Alternatively, you can add this die to the result of any attack or damage roll you make using Strength.

You can use this feature a number of times equal to your Strength modifier (minimum once), and regain your uses of it after finishing a long rest. The size of the die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Brutalities[edit]

At 2nd level, you learn how to apply your strength endurance in new ways. You learn two brutalities of choice from the brutalities list, and learn more as you gain levels in this class, as shown on the Brutalities column on the Brawler table.

Ability Score Improvement[edit]

When you reach 4th level, and again at 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.

Savage Strike[edit]

Starting at 5th level, your attacks become even more destructive. As an action, you can make a Savage Strike. If you do so, you make a melee weapon attack using your Strength, you roll an additional number of damage dice equal to the damage die of your weapon or unarmed strike x your proficiency bonus.

This only multiplies the base weapon die, not adding magical effects or any other effects that would increase the amount of dice rolled for that weapon.

Relentless Savagery[edit]

Starting at 5th level, you regain your savagery die when you finish a short or a long rest.

Unflagging Endurance[edit]

Starting at 6th level, you have advantage on Constitution saving throws to avoid the effects of exhaustion.

In addition, once a day during a short rest, you can remove one level of exhaustion you have suffered.

Powerful Athlete[edit]

Starting at 7th level, you add twice your proficiency bonus on your Strength (Athletics) checks. In addition, you count as one size larger for the purposes of carrying weight, shoving and grappling.

Indomitable Body[edit]

At 10th level, whenever you fail a Strength, Dexterity or Constitution saving throw, you can reroll that save. You must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Brawler's Stand[edit]

At 11th level, you can't be knocked to the ground. When you are reduced to 0 hit points, you can spend one Savagery die to be reduced to 1 hit point instead.

In addition, you gain temporary hit points equal to the number rolled + your Constitution modifier.

Unstoppable Might[edit]

Starting at 15th level, your Strength score increases by 2, up to a maximum of 22. This increases further by 2 at 20th level, to a new maximum of 24.

Survivor[edit]

At 17th 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.

Destructive Force[edit]

At 18th level, when you make an ability check, attack roll or saving throw using Strength, Dexterity or Constitution, you can choose you can treat the d20 roll as a 20.

Once you use this feature, you can't do it again until you finish a long rest.

Brawler Archetypes[edit]

Underground Fighter[edit]

Painting the grounds of fighting pits and hidden arenas with their blood, Underground Fighters gain their lives beaten their opponents into submission, winning and losing arranged fights and fighting for coin and survival in a daily basis.

Unarmored Defense

Starting at 1st level, while not wearing armor or shield, your AC equals 10 + your Strength modifier + your Constitution modifier.

Bonus Proficiencies

As a underground fighter, you learn how to fake a loss or gain your crow. At 1st level, you gain proficiency in the Performance skill. In addition, you have advantage on Charisma (Performance) checks to pretend to lose a fight, fake being unconscious, or to fake an attack.

Bloody Elbows

At 3rd level, when you make an unarmed strike, you can use your bonus action to attack with your elbows or knees. Make a melee weapon attack, and on a hit, you deal bludgeoning damage equal to 2 + your Strength modifier.

Trained Punches

Also at 3rd level, you learn how to accurately hit your attacks. Whenever you add your savagery die to the result of your attack with an unarmed strike and hit, you can add the result of the savagery die to the damage as well.

Combo Sequence

Starting at 9th level, whenever you hit a creature with a Savage Strike and Bloody Elbows on the same turn, you can make an unarmed strike using your reaction, causing your Hard Knocks damage on a hit.

In addition, instead of dealing additional damage with your Savage Strikes, you can start a combo. You make additional unarmed strikes equal to your proficiency bonus. You don't add your ability modifier to the damage of these strikes.

Footwork

Also at 9th level, you begin to learn the intricacies of footwork. You can use your bonus action to Dodge, Disengage or Dash.

You can use your footwork a number of times equal to your Constitution modifier, and regain your uses after finishing a short or a long rest.

Set Up

At 13th level, you can use a strike as a set up for the next one. When you hit an attack made as part of your action, you can use a reaction to give yourself advantage on your next attack made as part of your Combo Sequence.

You can use your footwork a number of times equal to your Constitution modifier, and regain your uses after finishing a short or a long rest.

Devastating Combo

At 20th level, you can choose to make a number of additional attacks on your turn equal to your Constitution modifier. Each attack causes your Hard Knocks damage on a hit.

You can't use this feature again until you finish a long rest.

Tavern Brawler[edit]

Causing problems in the bohemian nights, tavern brawlers believe that the fun only ends when someone is bleeding on the ground. Using tables, chairs, glass bottles and anything else they can find, they drunk and fight until the sunrise.

Brewery Expertise

Starting at 1st level, you gain proficiency with the Brewer's Supplies, and add twice your proficiency bonus in checks made with it.

In addition, you are used to following the bard on the singing trough the night, granting you one of the following proficiencies: Performance or one musical instrument.

Weapons of Opportunity

At 1st level, you are used to using knives, tables and broken pieces of wood as weapons. You add your proficiency bonus on attacks made with improvised weapons. In addition, you roll your Hard Knocks damage die for improvised weapons. In addition, the first time you attack using an improvised weapon in a fight, you roll the attack with advantage.

Drunkard Fighter

At 3rd level, the more you drink the stronger you get. As a bonus action on your turn, you can drink a dose of an alcoholic beverage. If you do so, you gain a number of temporary hit points equal to your proficiency bonus x your Savagery die.

In addition, you gain one of the following benefits:

Pain Tolerance. You gain resistance to bludgeoning damage.
Brutal Strikes. You deal additional damage equal to your Savagery die with your attacks based on Strength.

You can't benefit from more than one of these benefits at the same time. You can drink a number of doses equal to 1 + your Constitution modifier, being unable to do it again until you finish a short or a long rest. If you drink another dose after your maximum was reached, you are poisoned until you finish a short or a long rest. A second drink after the maximum knocks you unconscious for 8 hours.

The benefit lasts until your next short rest or until you drink again, replacing the benefit.

Stronger Liver

Starting at 9th level, you gain additional benefits, depending on the chosen effect:

Pain Tolerance. You gain advantage on Constitution saving throws.
Brutal Strikes. Whenever you hit a creature with a Savage Strike you can use a bonus action to shove that creature.
For Medicinal Purposes

Starting at 13th level, whenever you drink a dose of alcohol using your Heavy Drinker feature, you regain hit points equal to your level in this class.

Powerful Drinker

Starting at 20th level, whenever you drink, you gain both benefits of Drunkard Fighter and Stronger Liver, gain twice the amount of temporary hit points and regain twice the amount of hit points on each drink.

Bodyguard[edit]

Bodyguards use their size and strength to protect others. Interposing themselves between their contractors and danger, they show little regard for their own safety, and are relentless in the protection of others.

Bonus Proficiencies

Starting at 1st level, you gain proficiency with the Perception skill, and your proficiency bonus is doubled for checks made with it.

In addition, you gain proficiency in Intimidation, if you don't have already.

Quick Healing

Starting at 3rd level, you can spend a Hit die as a bonus action to regain hit points equal to the number rolled + your Constitution modifier + your proficiency bonus.

In addition, you can spend a Savagery die to regain one hit die using an action.

Meatshield

At 3rd level, you gain an amount of defense points, equal to your level. Whenever a creature within 5 feet is hit by an attack, you can spend a defense point using your reaction to reduce the damage taken by your savagery die + your proficiency bonus + your Constitution modifier. You can change places with the defended creature as part of the same reaction.

Enduring

At 9th level, whenever you are reduced to 0 hit points, you can choose to fall to 1 hit point instead. You can use this ability once, regaining the ability to do so after a long rest, unless you spend 1 defense point to do so again.

Defender's Dash

Starting at 9th level, whenever a creature within 30 feet of you take damage, you can move to a place within 5 feet of it and change places with the creature or push that creature 10 feet, knocking it prone.

If the damage is from an attack, or an affects that targets an area and you can remove the creature form that area, you take damage instead of the creature, and the creature take no damage.

If the effect is an area of effect and the creature remains in the area, it takes only half damage.

In either case, you gain resistance to the triggering damage type ,including against the damage suffered, until the start of your next turn.

You can't use this feature again until you finish a short or a long rest.

Fast Recovery

Starting at 13th level, you regain two uses of your Defender's Dash over the course of a short or long rest.

Unkillable

When you reach the 20th level, whenever you are reduced to 0 hit points, can choose to be regain all your hit points. If damage would reduce you below 0, the amount of hit points you regain is reduced by that amount.

You can use this feature a number of times equal to your Constitution modifier, but once you use it, you can't use it again for 1 minute. You regain your uses of this feature after finishing a long rest.

Thug[edit]

Not only of rogues criminal guilds are made. There are necessity for brutal grunts to extort, enforce guild law and protect high ranking members. These are the thugs, using brutal strength and less than refined tactics to secure their place among the criminal ranks. Some can even ascend to the top of a guild trough sheer brutality.

Bonus Proficiencies

Starting at 1st level, you gain proficiency in Stealth, Sleight of Hand and with the Thieve's tools.

In addition, you can speak in Thieve's Cant (look at the rogue feature of the same name).

Sneak Attack

Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class: 2d6 at 7th level, 3d6 at 13th level and 4d6 at 19th level.

Blade Specialist

Starting at 3rd level, whenever you wield a light or finesse weapon on one hand and nothing on the other, you can benefit from your Hard Knock damage die with that weapon.

Cunning Action

Starting at 9th level, you can take the Dash, Dodge or Hide action as a bonus action.

Evasion

Also at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Brutal Critical

Beginning at 13th level, you score critical hits with your Savage Strikes on a 19-20.

Death Strike

Starting at 20th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Bully[edit]

There are more utilities for Strength than only size. Strength can be used to submit and intimidate, and bullies are masters in this art. Some use their size to enforce peace, like city guards or bouncers. Others, just to achieve their own selfish means, manipulating and humiliating others for their own joy.

Bonus Proficiencies

Starting at 1st level, you gain the Intimidation skill, and you add your Strength modifier as a bonus to your Intimidation checks.

In addition, you learn the vicious mockery cantrip. Strength is your spellcasting ability for this spell, and you can add your Strength modifier as a bonus to the damage roll.

At 5th level, you can forgo two of your additional Savage Strike damage dice to cast vicious mockery in addition to the Savage Strike.

Trouble Stopping

Starting at 3rd level, you make enemies think twice before they start a fight. When you roll initiative, you can use your reaction to intimidate nearby creatures. All creatures that can see you in within 30 feet must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or become frightened until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Demoralization

Also at 3rd level, when you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

At 5th level, you can forgo two dice of your additional Savage Strike damage to attempt to demoralize the target instead.

Smell Fear

Starting at 9th level, you can sense frightened creatures up to a range of 60 feet. Those creatures don't benefit from being invisible or unseen from you.

Traumatizing Strike

Also at 9th level, whenever you score a critical hit with a savage strike, you cause additional 1d6 psychic damage and the target is frightened until the end of your next turn.

At 13th level, you can forgo two dice of your additional Savage Strike damage to make a Traumatizing Strike without needing a critical.

Cruelty

Starting at 13th level, once in each of your turns when you attack a frightened creature, you have advantage on the attack roll. In addition, a frightened creature have disadvantage against saving throws to resist your Vicious Mockery.

Dreadful

At 20th level, no creature can have advantage on saving throws against the frightened condition you create and you ignore immunity to this condition.

In addition, you constantly exude an aura of fear, and any of your choice who enter for the first time in an area within 60 feet of you or end its turn there and is able to see you must make a saving throw against your Trouble Stopping feature or is frightened for 1 minute. The creature can make another saving throw at the end of each turn to end the effect. After a success, the creature is immune to this effect for the next minute.

Cult Member[edit]

Mindless devotees of dark forces, cult members lend their strength to empower and aid the goals of some sinister force. Using their strength to kidnap victims for ritual sacrifices, or to protect profane sites and hideouts, these Brawlers are blessed with sinister powers.

Arcane Dabbler

Starting at 1st level, you gain proficiency with the Arcana skill and your proficiency bonus with it is doubled.

In addition, you learn how to speak, read and write abyssal, infernal and deep speech.

Eldritch Knowledge

Starting at 3rd level, whenever you gain a Brutality, you can choose an Eldritch Invocation from the warlock list of invocations instead. You can only choose invocations that lack a prerequisite.

Cultist
Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1st
4 2 3 2 1st
5 2 3 2 1st
6 2 3 2 1st
7 2 4 2 2nd
8 2 5 2 2nd
9 2 5 2 2nd
10 3 5 2 2nd
11 3 6 2 2nd
12 3 6 2 2nd
13 3 7 2 3rd
14 3 7 2 3rd
15 3 7 2 3rd
16 3 8 2 3rd
17 3 8 2 3rd
18 3 8 2 3rd
19 3 9 2 4th
20 3 9 2 4th
Pact Magic

By the time you choose this martial subclass at 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock table.
Spell Slots
The cultist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the cultist spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your cultist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cultist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your cultist spells.
Sacrifice

At 3rd level, when you finish a long rest, you can offer a sacrifice to a dark entity in exchange for power. The entity chosen can be a eldritch entity, a demon prince or a devil lord. The sacrifice can be any living creature you reduce to 0 hit points.

If you do so, you gain the associated feature until you start your next rest:

Eldritch Entity. You can use your bonus action and spend a spell slot to summon an eldritch tentacle from a portal opened within 30 feet. You make a tentacle for each level of the spell slot spent and can move any number of them up to 30 feet before each attack as part of the same bonus action. You make a spell attack for each and on a hit, you cause psychic damage equal to your Hard Knock die + your Charisma modifier. A tentacle has 10 AC, 1 hit point, +0 to saves, and 5 feet reach.
Demon Prince. When you reduce a creature to 0 hit points, you can spend a spell slot to offer its soul to the demon prince in exchange for vitality. You regain 1d12 hit points + 1d12 per level of the slot spent.
Devil Lord. You can ask permission to pass trough the hell, arriving in another point on the material plane. You can use a bonus action and spend a spell slot, allowing you to teleport 10 feet per level of the spell slot spent. The first attack you make after teleporting in that manner causes 1d6 fire damage per level of the slot spent.
Macabre Resilience

At 9th level, the entity you offered sacrifice grants you protection. If you offer a sacrifice to the Eldritch Entity, you gain resistance to Psychic damage; the Demon Prince give you resistance to Necrotic; and the Devil Lord to fire damage.

Occult Destruction

Also at 9th level, whenever you cast a spell of 1st-level or higher from your Cultist spell list, you can make one melee weapon attack. If you use your Savage Strike, you can replace the damage type for that of your Macabre Resilience.

Foreboding Curse

Starting at 13th level, you can use your bonus action to choose a creature within 30 feet and choose an ability score. You place a curse on that creature, that has disadvantage on the next saving throw it makes using that score. The curse ends after the creature makes the saving throw or after 1 minute, whichever happens first.

The curse requires your concentration, as if you were concentrating on a spell. Once you place a curse, you can't do it again until you complete a short or a long rest.

Mystical Arcanum

At 20th level, you gain a higher power from the entity you serve. Depending on your sacrifice you can cast a spell. Once you use your Mystical Arcanum, you can't use it again until you finish a short or long rest:

Eldritch Entity. contact other plane
Demon Prince. immolation
Devil Lord. infernal calling

Zealot[edit]

Fanatical members of a religion, zealots devote their strength to the service of faith, employing as muscles in the cause of their chosen divinity.

Sacred Rites

Starting at 1st level, you gain proficiency in Religion, and your proficiency checks are doubled with this proficiency.

In addition, you learn the ceremony spell, which you can only cast as a ritual.

Divine Blessing

At 3rd level, your faith have rewarded you with the ability to channel divine power. You gain a pool of blessing points equal to your level in this class. Once spent, you must finish a long rest to regain these points.

You can spend these points in one of the following divine blessings:

Divine Smite. you can destroy your opponents with divine power. When you gain this feature, choose necrotic or radiant. When you hit with an attack, you can spend a number of blessing points equal to your proficiency bonus to deal an additional 1d8 damage per blessing point spent.
Divine Touch. When you gain this feature, choose either heal or harm. As a bonus action you can touch a creature and spend a number of blessing points equal to your proficiency bonus to either cause 5 points of necrotic damage or restore 5 hit points for each blessing point spent.
Divine Ward. You can spend 1 blessing point as a reaction to increase your AC or the AC of a creature within 60 feet by an amount equal to your Savagery dice against an incoming attack. This increase lasts until the start of the protected creature's turn.
Blind Faith

At 9th level, you can't be frightened or charmed. In addition, you add your Strength modifier to all your Wisdom saving throws.

Infused Strikes

At 9th level, choose between necrotic or radiant damage. Your savage strikes deal additional damage from the chosen type equal to your Wisdom modifier.

Divine Renewal

At 13th level, you can meditate for 1 minute to regain a number of blessing points equal to your Strength modifier. Once you do so, you can't do it again until you finish a long rest.

Godly Connection

At 13th level, you can choose a spell of 3rd-level or lower from the cleric's list and spend a number of blessing points equal to the level of the spell. You can cast that spell without using any components. You can't do it again until you finish a long rest.

Grace

At 20th level, you can choose one spell from the cleric's list of 5th-level or lower. You can cast that spell, without using any components. You can't do it again until you finish a long rest.

Brutalities[edit]

Chain-Master

prerequisite: Cult Member

You learn the find familiar spell, which you can cast only as a ritual. You don't spend material components when summoning your familiar.

Devastating Strike

prerequisite: Zealot

You roll one additional dice of damage when you score a critical hit. The additional Savage Strike damage dice is multiplied by 3, instead of two.

Divine Acolyte

You learn two cantrips from the cleric spell list. Wisdom is your spellcasting ability for these cantrips.

Dragon's Breath

prerequisite: Tavern Brawler

While drunk, you can spend one savagery die to unleash a breath of fire on a 15-foot cone using your bonus action. Creatures in the area must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take damage equal to a number of savagery dice x your proficiency bonus.

Doing so ends the effect of your drink.

Enduring

Prerequisite: Bodyguard

You gain 1 additional hit point for each Brawler level you have, and gain 1 additional additional hit point for each level you gain in this class. You also add your proficiency bonus to Death Saving Throws, and if this raises your result to 20, you gain the benefits of rolling 20 on the save.

Moreover, when you roll a hit die to recover hit points during a short rest, you roll a d12, instead of a d10.

Exceptional Health

You have resistance to poison and advantage against the poisoned condition. You are immune to diseases.

Exploit Weakness

prerequisite: Thug

When a creature within 5 feet takes an opportunity attack from an ally, you can make an opportunity attack against the same creature.

Handyman

You can add half your proficiency bonus in any check involving artisan's tools that you don't have proficiency with.

Holy Shield

prerequisite: Zealot

You can cast divine shield targeting only yourself at will, without spending a spell slot.

Instinctive

You add your proficiency bonus to your Initiative rolls, and to your AC whenever you are attacked when surprised or by a unseen attacker.

Internal Alchemy

prerequisite: Tavern Brawler

Whenever your Drunkard Fighter feature, you can replace the normal effects with the effect of a common potion. At 5th level, you can spend two uses of the feature to substitute for the effects of an uncommon potion. At 11th level, you can spend three uses to generate the effects of a rare potion. And finally at 17th level, you can spend 4 uses to generate the effects of a very rare potion.

Liquid Courage

prerequisite: Tavern Brawler

When you use one of your drinks, you can choose to gain the effects of the heroism spell, your casting ability for this is Constitution. This effect is nonmagical and doesn't require concentration. This ends when the effect of your drink does.

You can use this feature twice, regaining your uses after a short or a long rest.

Martial Techniques

prerequisite: Underground Fighter

You learn two martial maneuvers available to the Battlemaster archetype of the Fighter class. You can fuel these maneuvers by spending your Savagery die. The DC for these techniques is 8 + your proficiency bonus + your Constitution modifier.

Peacemaker

prerequisite: Bully

Whenever a creature is frightened within 30 feet of you can use your action to cast calm emotions at will, without spending a spell slot.

Professional Criminal

Prerequisite: Thug

You double your proficiency bonus in checks made with Stealth, Sleight of Hand and Thieves' Tools. In addition, at 9th level, you can make checks with any of these proficiencies as a bonus action.

Remarkable Athlete

You can add half your proficiency bonus (rounded 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.

Stilled Body

prerequisite: Bodyguard

You can use your action to end the blinded, deafened, stunned, paralyzed, or poisoned condition affecting you, even if you would be prevented from using actions. You gain temporary hit points equal to your Brawler level when you do so.

Traveler

You gain a swimming and climbing speed equal to your movement speed. In addition, you have advantage on Constitution saving throws to avoid the effects of exhaustion.

Wrestler

You can take the Grapple and Shove actions as a bonus action. In addition, when a creature end its turn grappled by you, you deal damage equal to your Hard Knocks damage die.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Brawler class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Brawler class, you gain the following proficiencies: Light armor, simple weapons

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