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Brawler


Hit Points

Hit Dice: d10 per Brawler level
Hit Points at first Level: 10+con mod
Hit Points at Higher Levels: d10+con mod

Proficiences

Armor: none
Weapons: simple weapons, shortsword
Tools: thieves tools
Saving Throws: strength and con
Skills: Choose two from acrobatics, athletics, intimidation, stealth, perception, sleight of hand, investigation

Overview & Creation

A man stands in a fighting ring, 10 enemies lay before him, he laughs and asks for more. A stocky and strong dwarf is seen preparing for war, a soldier asks him where his weapons are, he smiles, and holds up his fists. A brawler is the natural evolution of a person who fights recklessly with hand and blade, but lacks the discipline to be a monk. They share similarities with the class, but are made for a person who desires a more tanky role.They make use of their own special forces to go beyond their normal limitations. They can choose specific different archetypes to harness their best qualities.   EVER THINK MONKS ARE LITTLE BITCHES, BUT STILL WANNA PUNCH THE FUCK OUT OF EVERYTHING THAT MOVES? TRY THE BRAWLER YOU FUCKING BETA MALE!


Class Features

Unarmored defense

Beginning at level 1, when not wearing armor, your ac equals 10+str+dex  

Martial arts

When attacking unarmed, you may use your martial arts die instead of the normal damage.  

Vigor

Starting at level 2, You gain the resource vigor. For every attack hit, you gain a vigor point after. The max of these points will increase as you level. You can expand these points to activate powerful abilities. If a save is needed, the dc is equal to 8+prof+str. Rocket hit- can use you action to add a bonus to your next attack, adding your martial arts die to the accuracy, and damage, the effect is still used even if it misses.(1 point) Iron Skin- Can use a reaction to reduce damage taken from an attack by martial arts die.(1 point) Limit FissureCan use this feature to gain another action and bonus action. (5 points)  

Wind-up

Starting at level 2, Can use a bonus action to wind up for your next attack, adding the martial arts die to the damage, the effect is still used even if missed. this effect can stack infinitely, but cannot be used before combat, and loses its effect when leaving combat.  

Fighting archetypes

At level 3 you can choose an archetype for brawler.  

Grit

At level 3 Cannot be affected by a condition for more than 2 rounds. Ability score improvement  

Extra attack

Starting from level 5 you gain a second attack when you take the attack action on your turn.  

Stunning strike

Starting at level 5, you can expend a vigor point to make an enemy make a con save when you hit them, if they fail, they are stunned until the end of your next turn.  

Limitless strikes

Starting at level 6,Your unarmed attacks can count as magical  

Vigor improvement

At level 6, Gain new options for vigor. Intimidate- when an enemy within 30 ft of you makes a save, can reduce it by martial arts die as a reaction. (1 point) Grapple- can make a grapple attempt as a bonus action (1 point)  

Evasion

Starting at level 7, When subjected to a dex save that makes you take half damage on a success, you would take no damage on a success, and half damage on a fail.  

Enhanced grit

Starting at level 7, you gain advantage to saves against conditions  

Enhanced body and mind

At level 10, Immune to disease, add str mod to cha, wis, int, con, and dex saves.  

Veteran’s guard

Starting from 13th level, resistant to physical damage, resistant to psychic damage  

Champion’s experience

Starting at 14th level, if your roll a str or dex check or save, treat any roll of 4 or lower as a 5.  

Ready always

Starting at level 15, When entering a combat, you start with 2 points of vigor.  

Vigor improvement

Starting at level 16, Gain new options for vigor, Rocket flash- can use rocket hit as a bonus action (2 points) Iron self- can gain the effect of iron body for a minute (4 points)  

Unyielding strength

At level 18,Gain 2 vigor per attack.  

Limit Broken

At level 20, Gain a + 2 to str, con and dex, the max of these stats increase by 2


Starting Equipment

background gear and   a) burglars pack b) explorers pack


Subclass Options

Underdog

At level 3, gain the ability to reroll all of your damage dice once, you have to take the new result.   At level 5, gain a vigor option, retaliate- can use your reaction to make an attack that deals half of the damage you took, this is an unarmed strike, but does not use the martial arts die.(2 points)   At level 10, gain the ability to reroll a saving throw once per rest, you have to take the new roll.   At level 14, treat any roll of 6 or lower as a 7 instead on str and dex checks   At level 16, Gain a vigor option, Rising fury- perform an uppercut, it deals damage equal to half of your health, you take half of the damage. (3 points)   At level 20, you start combat with 4 vigor, and generate 3 an attack.  

Bruiser

At level 3, wind up, now reduces the damage you take from the next attack, instead of it’s previous effect.   At level 5, gain a vigor improvement, after using rocket hit, you gain temporary hp equal to the number rolled on the martial arts die.   At level 10, Immune to poison, resistant to acid.   At level 14, treat any roll of a 7 or lower as an 8 on con saves   At level 16, gain a vigor option, Bear roar- takes an action to use, make enemies within 10 ft of you make a wisdom save or be feared, for every enemy within this range when you use this ability, gain a point of vigo. (recharge 3 rounds)   At level 20, immune to physical, immune to psychic, resist all other damage forms.  

Mad Dog

At level 3, lose rocket hit, wind up, and iron skin, instead gain mad dash- Can make an unarmed strike as a bonus action, and psyche up- every attack landed, increases attack accuracy by 1, until an attack is missed.   At level 5, can use a reaction to increase ac by 2 when attacked, if the attack misses, can make a single unarmed attack.   At level 7, gain advantage to spell saves   At level 10, you do not gain the str mod to the checks, it instead uses your dex mod, you also gain a vigor improvement, can spend a vigor point to make mad dash do two unarmed attacks.   At level 16, you don't gain the vigor options listed normally, you instead gain Juke- can take a bonus action to dodge (2 points) Wild frenzy- When reduced to zero hp, you can keep fighting, you can choose to come back and fight on, losing a point of vigor each round, if you get hit, you also lose 2 points of vigor, if you run out of vigor, you fall unconscious, with a failed death save, this can only be used once per day.   At level 20, can expend points of vigor to heal yourself for a d8 per spent point.


Created by

Spectre0458.

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