Brawler (5e Class)

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A Work In Progress

The Brawler[edit]

Masters of unrestricted combat, they revel in fighting dirty and decimating their opponent by fighting with everything in their favor. Many brawlers are often left with talents that most others despise.

Creating a Brawler[edit]

Kess the Brawler, by Wayne Reynolds.

How did you learn to fight? 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 self-taught? .ect

Quick Build

You can make a brawler quickly by following these suggestions. First, Dexterity or 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


Armor: Light armor
Weapons: Improvised weapons, unarmed strike
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose two from Intimidation, Athletics, Perception, Acrobatics


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

  • (a) a shortsword or (b) any simple weapon or (c) brass knuckles
  • (a) explorer's Pack or (b) dungeoneer's Pack or (c) entertainer's Pack
  • Sling
  • If you are using starting wealth, you have 3d4x5 gp in funds.

Table: The brawler

Level Proficiency
1st +2 Unarmed Combat, Unarmored Defense
2nd +2 Danger Sense
3rd +2 Brute Force, Brawling School
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Raging Fist
7th +3 Heroic Save
8th +3 Ability Score Improvement `
9th +4 Tavern Reflexes
10th +4 Last Breath
11th +4 Swift Fists
12th +4 Ability Score Improvement
13th +5 Stubborn Minded
14th +5
15th +5 I don't think so
16th +5 Ability Score Improvement
17th +6 Bottle bash
18th +6 Frag-ile bottles
19th +6 Ability Score Improvement, Bottle Chugger
20th +6 Relentless Rush

Unarmed Combat[edit]

You have become proficient in fighting with your fists. From now on when you attack unarmed you deal 1d6 Bludgeoning Damage. This damage improves every 5 levels

level 5 its 2d6 level 10 its 3d6 level 15 its 4d6 level 20 its 5d6

Unarmored Defense[edit]

While not wearing armor your AC is equal to 10 + Your Dexterity Mod + your Constitution Modifier.

Danger Sense[edit]

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. 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.

Brute Force[edit]

At level 3 you gain the ability to leverage your body to exploit weaknesses in your opponent's form by exerting all your strength to knock them prone. Once per short or long rest, when you successfully land an attack on an enemy you can choose not to do damage, and use your turn to force the enemy to make a Strength save DC 8+ proficiency+ str mod on a failed save the enemy is knocked prone.

You can use this feature twice between rests at level 11 and three times between rests at level 17

Bottle Bash[edit]

At level 4 after you drink a potion, as the same action you may use the bottle as a 1d6 bludgeoning + strength mod melee or ranged attack 15/60 (this shatters the bottle)

frag-ile Bottle[edit]

At level 4 the bottles you throw explode into shards of glass doing 1d4 slashing to all enemies within 5 feet

Bottle Chugger[edit]

At level [undecided] you can drink (and bash with the bottles of) two potions as the same action

Raging Fists[edit]

At level 6, when you are knocked to half health or below, your vision turns red, Enraged by the enemy, your unarmed attack deal an Extra 1D4 bludgeoning damage.

Extra Attack[edit]

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

Heroic save[edit]

If a teammate fails a Dexterity save, you can Roll a Dexterity Save of your own to save them. If you fail the save, you also become affected. This can be used three times per long rest.

Tavern Reflexes[edit]

No stranger to having things hurled at you from across the way, you gain the ability to catch ranged weapon attacks. This is a reaction, and you must be able to see the object in question and make a Dex save higher than the attacks to hit.

When you catch the object, you reduce its damage by 1D10 + your strength mod. If the damage of the attack is reduced to 0, you can throw the weapon back at the target, you're only able to throw the weapon 20-60 feet. If you don't reduce the damage to 0, you take whatever damage remains, but get to keep the weapon.

Last Breath[edit]

When knocked to 0 Hp by an attack, you can take a reaction to land one last blow on the enemy.

The enemy must be within reach, the attack must be made with your fists. Once you attack, you fall and are incapacitated.

Swift Fists[edit]

Throwing sucker punches is your bread and butter. As a bonus action you can attack two more times, dealing your normal unarmed damage.

Stubborn Minded[edit]

You refuse to die like this, once every long rest you gain advantage on your first death save.

I don't think so[edit]

Once per short rest, you can use your reaction to block an upcoming melee attack. You must roll a Strength save higher than their attack roll. If you meet or go above their attack roll, you can flip them over you, leaving them prone until their next turn.

Relentless Rush[edit]

Overtaken by burning rage, you charge the enemy as an action, rolling to hit with advantage once, on a success you throw 1d8 punches dealing your normal unarmed damage with each hit.

Once the attack is over, you are left dazed for 1d4 turns, leaving you open to attacks.

Ability Score Increase[edit]

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.

Brawling Schools

Fight Dirty[edit]

This depends on your upbringing more than anything else, in this you are self-taught in some way

Pocket Sand

At 3rd level, if you have some sand or dirt in your inventory or ground you can expend a bonus action to force the target to roll a dexterity saving throw (DC= 8+ strength modifier+ proficiency modifier) if the target fails they have disadvantage on attack rolls and Dexterity saving throws for one round

Sucker Punch

At 5th level and up every time you critical an attack roll. The target gets sucker punched in the face making it dizzy giving it disadvantage for its next attack


At 8th level and beyond you can grapple onto an opponent with them having to succeed a strength saving throw to get out of it, can only be used an the a target once and only 3 uses per long rest


At 9th level when you attack your attack rolls 19 and 20 is now a critical hit

Dead Eyes

At 10th level and beyond you can look at an NPC in the eye to give them a glimpse into the horrors you have caused or seen to get advantage on all speech rolls

Powerful Legs

At 11th level, you learned how strong your legs are you can now attack with your legs deal the same damage as you would with your fists


At 15th level, you can send a loud roar and everything in a 20-foot radius around you must make a Charisma save to not be intimidated by you

The Honorable Fist[edit]

This depends on your upbringing more than anything else, in this you are trained.


when you see an enemy prone you walk over and pull them up you don't like fighting a downed man.

Fighting Stance

At 5th and beyond you get into a stance that gives enemies disadvantage on knocking you prone for 1 turn.


At 8th level people start to notice you being an honorable fighter people trust you, you have advantage on all speech checks in towns you helped or fought honorably in

I'm a lot of things, but I don't fight dirty

At 10th level and forward you can do a constitution saving throw to heal any status effect of any 1 enemy or teammate 1d8 + con lowering your own health how much you healed your team or enemy.


At 17th level and on you improve your fighting stance becoming immune to being knocked prone for 1 turn.


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

Proficiencies. When you multiclass into the Brawler class, you gain the following proficiencies: Intimidation, Athletics

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