Unarmed Brawler (5e Class)
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- 1 Unarmed Brawler
- 1.1 Class Features
- 1.1.1 Table: The Unarmed Brawler
- 1.1.2 Unarmored Defense
- 1.1.3 Brutal Pugilist
- 1.1.4 Brawler's Surge
- 1.1.5 Reckless Punch
- 1.1.6 The Smash
- 1.1.7 Training Regiment
- 1.1.8 Ability Score Increase
- 1.1.9 Extra Attack
- 1.1.10 Mighty Blows
- 1.1.11 Unshakable Resolve
- 1.1.12 Critical KO Punch
- 1.1.13 Immovable Object
- 1.1.14 Enraged Willpower
- 1.1.15 Onslaught
- 1.1.16 Toughened Rage
- 1.1.17 Champion
- 1.2 Iron Knuckle Training
- 1.3 Nimble Fighter Training
- 1.4 Multiclassing
- 1.1 Class Features
The Unarmed Brawler class relies on unarmed attacks and tough willpower. Strong muscles and hard punches are what gives you the all to well known devastating raw power of the Unarmed Brawler. Most Unarmed Brawlers live in poverty and in the slums or underground abandoned living areas of big city's. Often doing street fights or bar brawls for quick coin when they need it, but will do any from of physical labor for some coin if the terms call for it. As a poverty and hunger filled fighter, you never turn down any form of payment, often at times even haggling for a higher pay if you deem it worthy. Living in poverty you are built tough and gritty, often resorting to violence as a quick solution to any dispute or misunderstanding.
|Credit to RPG meme gallery|
As a Unarmed Brawler you gain the following class features.
- Hit Points
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Performance, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- Old sleeveless cotton shirt, worn out stiff fabric trousers, and old shoes made from boat sales(canvas) with stiff rubbery leather soles.
- Hand wraps
- Water skin and five days worth of stale unsalted crackers.
- If you are using starting wealth, you have 1d4 x 2 gold in funds.
|Features||Unarmed Attack||Brawler's Rage uses||The Smash|
|1st||+2||Unarmored Defense, Brutal Pugilist, Brawler's Surge||1d6||1||-|
|2nd||+2||Reckless Punch, The Smash||1d6||2||1d8|
|4th||+2||Ability Score Improvement||1d6||3||2d8|
|6th||+3||Training Feature, Mighty Blows||1d8||3||2d8|
|8th||+3||Ability Score Improvement||1d8||4||3d8|
|9th||+4||Critical KO Punch||1d8||4||3d8|
|10th||+4||Training Feature, Immovable Object||1d8||4||3d8|
|12th||+4||Ability Score Improvement||1d10||4||3d8|
|13th||+5||Critical KO Punch (2)||1d10||4||3d8|
|16th||+5||Ability Score Improvement||1d10||4||4d8|
|17th||+6||Critical KO Punch (3)||1d12||4||4d8|
|19th||+6||Ability Score Improvement||1d12||4||5d8|
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Strength modifier.
Beginning at 1st level, your life with fighters have turned your fists into dangerous weapons. You gain the following benefits:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain unarmed brawler levels, as shown in the Unarmed Attack column of the Unarmed Brawler table.
- You gain proficiency with the brass knuckle weapon. Once in each of your turns you can add the damage die of the weapon to your unarmed strike.
At 1st level, on your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all Constitution checks and saving throws.
- You gain a number of temporary hit points equal to your Constitution modifier as a maximum.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your unarmed brawler level in the Brawler's Rages column of the Unarmed Brawler table, you must finish a long rest before you can rage again.
Starting at 2nd level, when you make your first attack on your turn, you can decide to make an unarmed attack recklessly. Doing so gives you advantage on all unarmed attack rolls during this turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
Starting at the 3rd level you can now perform your official Sunday punch, "The Smash". You wind up and deliver one of your most devastating punches to a single enemy.
Once in each of your turns, when you hit a creature with your unarmed strike, you can add 2d8 to the damage caused by that attack. This damage increases as you gain levels in this class.
In addition, when you take damage from an attack made by a creature within 5 feet, you can spend one use of your smash to attempt to counter that attack. Make an unaltered attack roll(no advantage/disadvantage). On a success; take no damage from the attack and roll unarmed strike damage against the creature. On a crit you may regain one use of the smash.
You can use this feature twice. You regain all expended uses on a short or a long rest.
At 3rd level, you chose this Training Method. Choose Iron Knuckle or Nimble Fighter. All detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at the 6th Level, you punch so hard with your unarmed strikes that they cause internal hemorrhaging, effectively bypassing any form of resistances and immunities to non-magical bludgeoning damage.
This does not affect constructs or spirits. Other enemy immunity to non-magical bludgeoning damage turns into resistance.
Starting at the 7th level, during brawler surge, your mental fortitude and overall stubborn mentality makes you difficult to being frightened and charmed. You have advantage on any roll, for effect that renders you frightened, charmed or any effect that would alter or harm your state of mind.
Critical KO Punch
Beginning at 9th level, you can roll one additional unarmed strike damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Starting at 10th level, your sheer mass of muscle makes you heavier then you look. Any effects that would cause you to move unwillingly, now only move you for half the distance (rounded down).
Starting at 11th level, if you would drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw without advantage. If you succeed, your hit points instead become 1 hit point and refresh your rage timer.
Each time you use this feature after the first, the DC increases by 3. A natural crit is always treated as a success and does not increase the DC. When you finish a long rest, the DC resets to 10.
At 15th level, your focused attacks becomes a vicious barrage. When you make a unarmed strike against a creature, each successive attack against that creature this turn gains a cumulative d4 to damage rolls.
At the 18th level, while raging, you are now resistant to one physical and one magical damage type of your choice. You may change the damage type after you complete a long rest.
You have done it, you have exceeded many expectations and set forth on your goal, you have now achieved the title of a true brawling Champion. At 20th level, you have unmatched endurance and power. Your Strength and Constitution scores increase by 4. Your maximum for those abilities is now 24.
Iron Knuckle Training
Your completely agonizing and painful training has granted you knuckles so hard its as if they are made of Iron. Your Fists will feel like great warhammers in comparison to other unarmed attacks. You have also trained to be as tough and durable as iron is compared to normal flesh.
- Iron Stance
Starting at the 3rd level, if you have not used any movement this turn, attacks on you have disavantage.
- Enlarged Muscles
Starting at the 6th level, your muscles over harsh training and brutal abuse, have become harder then Raw Iron. You gain a +2 to your AC as long as you are not wearing any form of armor or shield. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or break objects. (this does not stack with any other ability that that also increases your carrying capacity and maximum lift).
- Brute Force
Starting at the 10th level, through your agonizing training you have learned the perfect way to advance on ranged opponents. When an opponent hits you with a ranged attack and you can see them, as a reaction, you can advance in their direction an amount of distance equal to your race's moving speed. If you are within 5 feet of the target, you can perform an unarmed strike during the same reaction with no other cost.
You can use this feature a number of times equal to your Constitution modifier. Once you expend all your uses, you can't do it again until you complete a long rest.
- The Wall
Finally, at the 14th level, you can add your Constitution modifier to all of your other saving throws. If you succeed on a saving throw against an area effect, can choose to fail the save, if you do gain 10ft of movement and any friendly target that is in a 90-foot cone behind you will succeed on their saving throw instead. You can choose to use this feature after their saving throws are rolled and after the DM says if they fail or succeed.
Nimble Fighter Training
You've Begun to start honing your razor-sharp Skills. Running sprints, and practicing on your speed bag, to increase your lethality through lightning-fast punches and reflexes. Some might even say your hand speed was not even noticeable to the average eye.
- Nimble Fighting Initiative
At the 3rd level, You may add half your proficiency modifier to your initiative roll (rounded up).
- Nimble Footwork
Beginning at 6th level, you gain +10 feet to your movement speed and no longer have movement penalties for difficult terrain.
- Critical Swift Fists
Starting at 10th level, your critical hit chance on all your unarmed attacks are now between the ranges of 19-20 instead of just 20.
- Fighters Reflexes
Starting at 14th level, if an enemy attacks you or your allies while within your melee range of 5 feet, You can use a reaction to attack them with an unarmed attack. If your attack roll is higher than that of your enemy while being targeted, you only take half the damage the enemy dealt to you, while targeting your allies, they take no damage.
Proficiencies. When you multiclass into the Unarmed Brawler class, you gain the following proficiencies: None
Penalties. When you multiclass into the Unarmed Brawler class, You will receive all the main penalties of this class as well. Including the inability to use magic in any shape or form. Regardless of the other class your multi classing into Unarmed Brawler with.