Martial Brawler (3.5e Class)

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Martial Brawler[edit]

An unarmed badass, abusing feats as his source of power.

Making a Martial Brawler[edit]

The Martial Brawler jumps around the battlefield, taking out enemies with his slippery unarmed attacks.

Abilities: The Martial Brawler is a heavily Dex & Str based class. A mix between the Monk and Fighter.

Races: By far, the most common race to become a Martial Brawler is humans, though it is not unheard of for a large amount of humanoid races to become one.

Alignment: There is no alignment constrictions for Martial Brawler's, but they are generally True Neutral.

Starting Gold: 5d10 (25 Gold)

Starting Age: As fighter.

Table: The Martial Brawler

Hit Die: 1d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Improved Grapple, Unarmed Strike, Martial Flexibility
2nd +2 +3 +3 +3 Offensive Defense, Stat Increase
3rd +3 +3 +3 +3 Overclock, Brawler Feats
4th +4 +4 +4 +4 Quickdraw, Two-Hand Technique
5th +5 +4 +4 +4 Gunpoint Pressure
6th +6/+1 +5 +5 +5 Expert Tactics, Stat Increase
7th +7/+2 +5 +5 +5 Hit More
8th +8/+3 +6 +6 +6 Charge Fist, Evasion
9th +9/+4 +6 +6 +6
10th +10/+5 +7 +7 +7 Deadeye, Stat Increase
11th +11/+6/+1 +7 +7 +7 Overclock 2, Unkillable
12th +12/+7/+2 +8 +8 +8 Extra Attack, Walk it off
13th +13/+8/+3 +8 +8 +8 Diverse Style, Tough
14th +14/+9/+4 +9 +9 +9 Improved Unarmed Damage, Stat Increase
15th +15/+10/+5 +10 +10 +10 Uppercut
16th +16/+11/+6/+1 +10 +10 +10 Last Chance
17th +17/+12/+7/+2 +11 +11 +11
18th +18/+13/+8/+3 +11 +11 +11 Finishing Blow, Stat Increase
19th +19/+14/+9/+4 +12 +12 +12
20th +20/+15/+10/+5 +12 +12 +12 Faster & Stronger

Class Skills (5 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft, Diplomacy (Cha), Disquise (Cha), Escape Artist (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex)

Class Features[edit]

All of the following are class features of the Martial Brawler.

Weapon and Armor Proficiency: The Martial Brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Monk unarmed. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage

Brute Precision: The Martial Brawler adds both his Strength and Dexterity to unarmed attack and damage rolls. Additionally, he gains "Improved Unarmed Strike." Unarmed attacks base damage is always 1d6 unless otherwise noted.

Trainee Feats: The Martial Fighter gets "Acrobatic", "Dexterous Dodge", and "Mobility" as bonus feats. (Don't worry, they're not very good)

Offensive Defense: The Martial Fighter adds his STR bonus to his AC. The Martial Brawler loses this bonus when they wear armor.

Stat Increase: The Martial Fighter can add 2 points to any score, or add 1 point to any 2 scores. This ability is gained again at levels 6, 10, 14, and 18.

Overclock: The Martial Brawler's movement speed and jump distance increase by 15ft. You also gain a +5 to Tumble checks.

Brawler Feats: The Martial Brawler gains the feats "Acrobatic Attack", "Acrobatic Charge", "Acrobatic Combat", "Acrobatic Defense."

Quickdraw: The Martial Brawler can draw their weapon as a free action.

Two-Hand Technique: The Martial Brawler can wield a revolver in one hand, while retaining full access to their unarmed attacks and unarmed abilies. Additionally, while wielding a revolver in one hand, the Brawler gains the feat "Skirmishing"

Gunpoint Pressure: While within 20ft of an enemy, the Martial Brawler may add his STR bonus to ranged attacks with a revolver.

Expert Tactics: The Martial Brawler gains the feats "Double Kick," "Power Attack" and "Clinch"

Hit More: The Martial Brawler gains the feat "Rapid Shot" as well as the ability, "Flurry Of Blows"

Charge Fist: A Martial Brawler may decide to spend his turn charging his fist, allowing it to deal an extra 1d10 damage and grant a bonus to his attack equal to the bonus damage. He may charge for up to 3 rounds, and can do so while fighting defensively.

Evasion: if the Martial Brawler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a brawler is wearing light armor or no armor. A helpless brawler does not gain the benefit of evasion.

Deadeye: The range on your revolver shots increases by 20ft, and your gunpoint pressure range increases by 10ft.

Overclock 2: The Martial Brawler's movement speed and jump distance increase by another 5ft. You also gain Parcour III. (Overrides the first Overclock's Tumble bonus)

Unkillable: The Martial Brawler gains the feats Acrobatic Dodge, and Adrenaline Surge.

Extra Attack: The Martial Brawler may make 1 additional attack per turn.

Walk it off: For each 25ft the Martial Brawler walks, he regains 1 hp. The distance is changed to 100ft when he is not in combat.

Diverse Style: The Martial Brawler gains 2 bonus feats of choice.

Tough: The Martial Brawler gains DR2/(Unarmed)

Improved Unarmed Damage: The Martial Brawler's Unarmed Damage becomes 1d12+STR+DEX

Uppercut: When starting their turn Prone, the Martial Brawler can make a full round action to uppercut the enemy. If the attack lands, the Martial Brawler is unproned and the attack deals unarmed damage, with a critical danger of 18-20, and 3x crit damage.

Last Chance: When the Martial Brawler is brought below 0 hp, They get 1 Attack of opprotunity on a target within range, if they manage to down that target, negate that damage and drop the Martial Brawler to 5 hp. Usable once per long rest.

Finishing Blow: Announce that you are making a finishing blow before the attack roll. Once per day, you may roll unarmed against a damaged creature, with 100 or less hp, to render it helpless and unconscious.

Faster & Stronger: The Martial Brawler gains a +6 to STR, and DEX and gains 30ft of movement speed.

Epic Martial Brawler[edit]

Table: The Epic Martial Brawler

Hit Die: 1d10

Level Special
21st +1 Strength, +1 Dexterity, Bonus Feat
22nd +1 Strength, +1 Dexterity, Bonus Feat
23rd +1 Strength, +1 Dexterity, Bonus Feat
24th +1 Strength, +1 Dexterity, Bonus Feat
25th +1 Strength, +1 Dexterity, Bonus Feat
26th +1 Strength, +1 Dexterity, Bonus Feat
27th +1 Strength, +1 Dexterity, Bonus Feat
28th +1 Strength, +1 Dexterity, Bonus Feat
29th +1 Strength, +1 Dexterity, Bonus Feat
30th +1 Strength, +1 Dexterity, Bonus Feat

4 + Int modifier skill points per level.

Martial Brawler Lore[edit]

Characters with ranks in Look can research Martial Brawler to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Look
DC Result
5 You can tell that this guy doesn't mess around
10 It seems like he's rather fond of that revolver
15 He's stronger with his fists, than he is with the gun
20 It doesn't matter which is stronger, both are gonna hit you.

==== Explaining Features of the Martial Brawler ====

Martial Shift: This ability may seem a bit strong, but generally it won't matter, since all the things they are proficient with, already use both.

Brute Precision: This is actually quite weak, you could get the same result (Assuming you use a buy-point format) By putting every point into 1 score. Additionally, it only has an unscaling base damage of 1d6, unlike the monk who keeps hitting harder.

Two-Hand Technique: All it does is remove a -2.

Offensive Defense: This is the the Martial Brawlers version of Unarmored Defense, but unlike the Barbarian's Constitution, or the Monk's Wisdom, the Martial Brawler adds his strength. This is just a way of convincing players to not put every point into Dexterity.

Every Ability that grants feats: I could have just spammed the "Bonus Feat!" option. In almost all of them, I had already granted the prerequisites needed. This is, a feat based class, after all. (Like an unarmed Fighter)

Gunpoint Pressure: It's the only weapon they're proficient with, we've gotta give them some alternative. Also, again they could have gotten this result by only putting points into dexterity.

Last Chance: They're unarmed and unarmored usually. They've gotta have some treats.

Other abilities I didn't mention here because I felt they were fair at the level they are reached, after all, this is an unarmed, unarmored class.


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