Brawler, 2nd Variant (5e Class)
From D&D Wiki
- 1 Brawler
- 1.1 Creating a Brawler
- 1.2 Class Features
- 1.3 Unarmored Style
- 1.4 Street Beaters Style
- 1.5 Brawler of the many style
- 1.6 Mobility Style
- 1.7 Shield Style
- 1.8 Multiclassing
Deadly even with nothing in her hands, a brawler eschews using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a brawler’s body is a powerful weapon.
Creating a Brawler
- Quick Build
You can make a Brawler quickly by following these suggestions. First, Strong or Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.
As a Brawler you gain the following class features.
- Hit Points
Armor: Light, Shield
Weapons: Simple Weapon, Shortsword
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) shortsword or (b) any two simple weapon
- (a) A Padded Armor and a Shield or (b) A Studded Leather Armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have Alternatively, you can ignore the equipment from your class and background, and start with 3d4 x 10 gp. in funds.
|1st||+2||1d6||Defense Specialist,Martial Arts|
|3rd||+2||1d6||Light Armored Movement,Second Wind|
|4th||+2||1d6||Ability Score Improvement|
|6th||+3||1d8||Martial Style Feature|
|8th||+3||1d8||Ability Score Improvement|
|9th||+4||1d10||Martial Style Feature|
|10th||+4||1d10||Ability Score Increase|
|12th||+4||1d10||Ability Score Improvement|
|13th||+5||1d12||Light Armored Movement,Indomitable|
|14th||+5||1d12||Martial Style Feature|
|16th||+5||1d12||Ability Score Improvement|
|17th||+6||2d8||Martial Style Feature|
|19th||+6||2d8||Ability Score Improvement|
|20th||+6||2d8||Savage Attacker,Extra Attack|
While you are wearing light armor or no armor and no shield, you gain a +1 bonus to AC; that bonus increase to +2 at 8th, +3 at 15th.
This bonus doesn't stack with the Class Feature "Fighting style" from other class.
At 1st level, you gain the following benefits while you are unarmed or wielding only brawler weapons and you aren't wearing shield, medium or heavy armor:
You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and Brawler weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or Brawler weapon. This die changes as you gain Brawler levels, as shown in the Martial Damage column of the Brawler table
When you use the Attack action with an unarmed strike or a Brawler weapon, 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.
Brawler weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
At second level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature at 2nd level, and again at 6th, 9th, 14th, and 17th level.
Light Armored Movement
Starting at 3rd level, your speed increases by 5 feet while you are not wearing medium or heavy armor, or wielding a shield. At 13th the bonus speed increase by another 5 feet.
At third level, 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.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
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.
Beginning at 7th level, when you use the Attack action with an unarmed strike or a Brawler weapon, you can make one unarmed strike like bonus action. If you hit you can renounce to make damage to the target, it must make a Constitution saving throw (DC= 8 + Your proficiency + your strenght or dexterity modifier) or be stunned until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (Minimum of 1)
At 11th you gain proficiency in Constitution Saving Throws.
Beginning at 13th 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 18th level.
Begginning at 15th level, when you use a Brawler Weapon you can add the damage dice listed on Martial Damage table with of the normal damage dice of the weapon.
At 20th, up to twice per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.
- Flurry of Blow
Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action. You can use this feature 1 time before you must make a short or long rest.
- Improved Light Armored Movement
Starting at 2nd level, your speed increases by 5 feet while you are not wearing medium or heavy armor.
- Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 9th level, 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. In addition, you can now make 2 Flurry of blow before you must make a short or long rest.
- Purity of Body
At 14th level, you are immune to disease and poison.
- Perfect Flurry
At 17th When you roll for the initiative and you haven't any remaining use of flurry of blow you gain 1 use of it; in addition your speed increase by 5 feet and you can use flurry of blow 4 times before you need a short or long rest.
Street Beaters Style
- Brute Force
Starting at 2rd level, the first attack you make using strength modifier in a turn with an unarmed strike or weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, 1d4 at 2nd level, 1d6 at 9th, 1d8 at 16th, 1d10 at 20th.
- Brutal Knockout
At 9th, when a creature fail it's saving throw versus knockout when the DC is calculated using your strenght modifier, you can push the creature up to 10 feet away from you in a straight line or knock the target prone.
- Strong Body
At 14th you have advantage at Strength (Athletics) check.
- Relentless Fighter
Starting at 17th level, if you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.
Brawler of the many style
- Attacking style
At 2nd level you learn one of these maneuvers, you can use it a number of times equal to your strength modifier before you must finish a long rest:
Trip Attack: Once per turn, when you take the attack action and hit you can trip in a streight line from you the creature you hit up to 15 feets.
Feinting Attack: Once per turn, when you take the attack action you can make the first attack with advantage.
Sweeping Attack: Once per turn when you hit a creature with a melee attack made whit unarmed strike or brawler weapon you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes 1d4 + your strenght modifier damage.
- Defensive style
At 6th level you learn one of these maneuvers, you can use it a number of times equal to your dexterity modifier before you must finish a long rest:
Distracting Move: Once per turn you can select one creature you are threatening and that you can see, like bonus action you make an acrobatics(dexterity) check contest by the target insight(wisdom) check; If you succeed on the check the creature have disadvantage on attack roll against you and any creature whithin 5 feet of you.
Parry: Once per turn, when you are hit by a melee attack, like reaction you can add +2 to your AC against the triggering attack.
Riposte: Once per round, when a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.
- Extra Style
At 9th you can learn one maneuver that you don't already have from the Attacking style or the Defensive Style,you can use that feature a number of times equal to your strength modifier (Attacking style) or dexterity modifier (Defensive style) +1 . In addition your use of Attacking and Defense style before you must make a long rest are both increased by 1.
- Expert Style
At 14th level you learn one of these maneuvers, you can use it a number of times equal to your strenght or dexterity modifier (whatever is hight) before you must finish a long rest:
Lucky Style: When you make a melee attack or a melee attack is made against you, you can force the reroll of the dice after the attack is made but before the results is know.
Patient Stike: When a creature move from a square that you are threatening you can make an opportunity attack even if that movement normally it did not cause any opportunity attack.
Dull the shots: When you take slashing, bludgeoning or piercing damage you can reduce it by an amount equal to your level.
- Master of Style
Begginning from 17th you regain all expended use of attacking and defensive style when you finish a short rest.
- Mobility Action
Starting at your second level, you can use your Bonus Action to take the Dash or Disengage Action.
- Improved Light Armored Movement
Starting at 2nd level, your speed increases by 5 feet while you are not wearing medium or heavy armor, or wielding a shield.
- Fancy Footwork
At 6th level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. In addition the bonus speed gained from Improved Light Armored Movement is increased to 10 feet.
- The first move
At 9th level you gain advantage to initiative rolls.
- Mobile Attack
At 14th level, if you move at least 30 feet after you have made an attack in a turn you gain advantage to the next attack in this turn against the same target of the previous attack. In addition the bonus speed gained from Improved Light Armored Movement is increased to 15 feet.
At 17th level when you move in a turn at least 60 feet you gain the benefits of the dodge action until the start of your next turn.
- Shield Initiate
At 2nd level you become proficient whit the shields, in addition you can use it and still benefits from the other brawler feature that normally don't work by carrying a shield like defense specialist but the armor class bonus from it is reduced by 1.
- Practice with the Shield
At 2nd level, removing the shield or wearing it only uses interaction instead of action; in addition you gain proficiency with the Smith's tool.
- Careful Fight
Beginning from the 6th level when you take the dodge action you can make an unarmed strike like bonus action in the same turn. In addition now you can apply the entire shield bonus to the AC.
- Just a Scratch
At 9th level when you take the dodge action you gain this benefit:
Until the start of your next turn, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You must be wielding a shield.
- Protection and Retreat
At 14th when a creature you can see hit a target other than you that is within 5 feet of you, you can use your reaction to redirect the attack on you; the attack hits automatically but reduce the damage by an amount equal to your Constitution modifier and the previous target of the attack can move up to half of it's speed without generating attacks of opportunities from the attacker. You must be wielding a shield to use this feature.
- Shield Master
At 17th you gain new methods to use the shield; you gain the following benefits when using a shield:
The shield is considered a brawler weapon for you, gain the Throw 30/60 and fineasse property and make 1d4 damage, in addition when you launch the shield it returns to you at the end of your turn if no one catches it first.
Cath the shield can be made like a ready action and the creature that try it must make a strenght saving throw DC (8 + your profiency bonus + your strenght or dexterity modifier) or it can't take the shield and is knocked prone.
The shield cannot be destroyed or dropped if you are not consentient while wearing it.
Prerequisites. To qualify for multiclassing into the Brawler class, you must meet these prerequisites: Strenght or Dexterity 13
Proficiencies. When you multiclass into the Brawler class, you gain the following proficiencies: Light Armor, Simple Weapon