Brawler (5e Class)
From D&D Wiki
- 1 Brawler
- 1.1 The Brawler
- 1.2 Creating a Brawler
- 1.3 Class Features
- 1.4 Unarmed Combat
- 1.5 Unarmored Defence
- 1.6 Danger Sense
- 1.7 Brute Force
- 1.8 Raging Fists
- 1.9 Extra Attack
- 1.10 Heroic save
- 1.11 Tavern Reflexes
- 1.12 Last Breath
- 1.13 Swift Fists
- 1.14 Stubborn Minded
- 1.15 I don't think so
- 1.16 Relentless Rush
- 1.17 Fight Dirty
- 1.18 the Honorable fist
- 1.19 Multiclassing
A Work In Progress
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
|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 fathers 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.
As a brawler you gain the following class features.
- Hit Points
Armor: light armor
Weapons: improvised weapons, unarmed strike
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
- If you are using starting wealth, you have 3d4x5 gp in funds.
|1st||+2||Unarmed Combat, Unarmored Defense|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement||`|
|12th||+4||Ability Score Improvement|
|15th||+5||I don't think so|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
You have become proficient with 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
While not wearing armor your AC is equal to 10 + Your Strength Mod + your Constitution Mod.
You can not use a shield with this ability
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.
At lvl 3 you gain the ability to leverage your body to exploit weaknesses in your opponents 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
At lvl 4, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 get effected. This can be used three times per long rest
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 what ever damage remains, but get to keep the weapon.
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.
Throwing sucker punches is your bread and butter. As a bonus action you can attack two more times, dealing your normal unarmed damage.
You refuse to die like this, once every long rest you gain advantage on your first death save.
I don't think so
once per short rest you can use your reaction to block an upcoming melee attack, You must roll a Strength save higher than their to hit. If you meet or go above their too hit, you can flip them over you, leaving them prone until their next turn.
Over taken by burning rage, you charge the enemy, rolling to hit with advantage once, on a success you throw a flurry of punches equal to 1D8 times, each hit and each deal your normal melee damage. You are still able to use your bonus action with this attack.
Once the attack is over, you are left dazed for 1d4 turns, leaving you open to attacks.
Ability Score Increase
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.
This depends on your up bringing 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 roll to throw it in an enemies face if hits the enemy is blinded for 1 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 on 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
This depends on your up bringing more than anything else, in this you are trained
when you see an enemy proned 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(proning) you over 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 you team or enemy
At 17th level and on you improve your fighting stance becoming immune to being knocked down(proned) 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