Brawler
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features


As a Brawler, you gain the following class features.

Hit Points


Hit Dice: 1d12 per Brawler level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Brawler level after 1st

Proficiencies


Saving Throws: Strength, Constitution
Armor: Light armor
Weapons: Simple weapons
Skills: Choose 4 from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Stealth, Survival
Tools: Any 1 vehicle and 1 gaming set

Equipment


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

  • (a) brass knuckles or (b) any simple weapon valued at less than $100
  • (a) adventurer's pack, (b) hero's pack, or (c) survivalist's pack
  • (a) leather jacket, (b) padded costume and mask, or (c) $100

Brawler
Level Proficiency Bonus Unarmed Strike Breakneck Strike Features
1st +2 1d4 Unarmed Strike Expert, Keep Fighting
2nd +2 1d4 1d4 Breakneck Strike
3rd +2 1d4 1d4 Brawler Archtype
4th +2 1d4 1d4 Ability Score Improvement
5th +3 1d6 2d4 Extra Attack
6th +3 1d6 2d4 Sweeping Strike
7th +3 1d6 2d4 Brawler Archetype feature
8th +3 1d6 3d4 Ability Score Improvement
9th +4 1d6 3d4 Unconquerable (1 use)
10th +4 1d6 3d4 Brawler Archetype feature

Unarmed Strike Expert


At 1st level, your practice of hand-to-hand combat grants you the following benefits while you are unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike or improvised melee weapon. This die changes as you gain Brawler levels, as shown in the Unarmed Strike column of the Brawler table.
  • When you use the Attack action with an unarmed strike or improvised melee weapon on your turn and deal at least 6 points of damage, you gain advantage on the next unarmed strike you make against the same target, so long as it is before the end of your next turn.

Keep Fighting


You're not easy to keep down. As a reaction, when an attack causes you damage, you can ignore the damage of that attack until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Breakneck Strike


Beginning at 2nd level, you know how to deliver a devastating strike. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an unarmed strike or improvised weapon if you have advantage on the attack roll.

If you use your Breakneck Strike, it does not grant you advantage on your next attack as a standard Unarmed Strike Expert attack.

The amount of the extra damage increases as you gain levels in this class, as shown in the Breakneck Strike column of the Brawler table.

Brawler Archetype


At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Heavy-Hitter or Mixed-Martial Artist. The archetype you choose grants you features at 3rd level and again at 7th and 10th level.

Ability Score Improvement


When you reach 4th level, and again at 6th and 8th 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.

Extra Attack


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

Sweeping Strike


Starting at 6th level, as an Attack, you can make a single melee weapon attack or a melee power attack with a Strike knack against all creatures of your choice within 5 feet of you. Damage is determined individually for each target you hit.

Once you use this feature, you must finish a short or long rest before you can use it again.

Unconquerable


Beginning at 9th level, you can add the result of 1d10 to a Strength or Constitution saving throw. You can’t use this feature again until you finish a long rest.



Brawler Archetypes


Different Brawlers choose different approaches to perfecting their fighting prowess. The Brawler archetype you choose to emulate reflects your approach.

Heavy-Hitter


You are a punishing unarmed combatant, able to deal damage beyond what seems possible.

Unarmed Strike Master. Beginning when you choose this archetype at 3rd level, you can reroll your unarmed strike damage, taking the better roll of each dice.

Pounding Strike. At 7th level, when you hit another creature with an unarmed attack, you can attempt a Pounding Strike. The target must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be stunned until the end of your next turn.

You can use this feature once and it recharges after a long or short rest.

Aura of Courage. Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Mixed-Martial Artist


You focus on pounding your enemies to a pulp with your choice of unarmed combat styles, or even a mix.

Signature Move. Starting when you choose this archetype at 3rd level, you can utilize a special combat move, like a roundhouse kick or a flying elbow. Whenever you hit a target with your unarmed strike, you can impose one of the following effects as you choose:

  • It must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must succeed on a Constitution saving throw or have disadvantage on its next attack roll provided it attacks before the end of its next turn.

Remarkable Athlete. At 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Improved Unarmed Critical. Starting at 10th level, your unarmed strike scores a critical hit on a natural roll of 19 or 20.

Power-Hitter


You are a mighty, empowered unarmed combatant, able to deliver incredible attacks.

Knack Strike Master. Beginning when you choose this archetype at 3rd level, you can use a Strike knack that would normally require an action (e.g.: conductive strike, ember strike) any time you would make an Attack. You must use the same knack for each attack made on your turn. Additionally, when you take the Attack action and attack with any Strike knack with one hand, you can use a bonus action to attack with the same Strike knack using the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is a negative.

Pounding Knack. At 7th level, when you hit another creature with a Strike knack, you can attempt a Pounding Knack. The target must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be stunned until the end of your next turn.

Once you use this feature, you must complete a long or short rest before using it again.

Aura of Courage. Starting at 10th level, if you make a melee weapon attack or a melee power attack, you can use your bonus action to make an attack with a Strike knack.

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