Martial Archetype: Brawler
Some fighters eschew fancy blades and bows, preferring to fight close up with fists and feet.
Fisticuffs
Your body is your weapon, agile and tough. Starting at 3rd level, you gain the following benefits:
- You gain proficiency with improvised weapons.
- While you are not wearing medium or heavy armor or wielding a shield, your unarmed strikes are considered light weapons for the purpose of two-weapon fighting.
- While you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- While you are wearing light armor and not wielding a shield, you gain a bonus to your Armor Class equal to half your Constitution modifier (rounded down).
Brawler's Tricks
At 3rd level, you have developed a repertoire of down-and-dirty, lowbrow, backalley tricks.
Tricks. You learn two tricks of your choice, which are detailed under "Tricks" below. You learn two additional tricks at 7th level, and again at 10th and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one. You can only use one trick per turn, and you must have at least one free hand available.
Stamina Dice. Some of your tricks use stamina dice, which are each a d6. These represent the well of stamina you must draw on to use these strenuous techniques. You gain a number of stamina dice equal to your Constitution modifier.
A stamina die is expended when you use it, and you regain all expended stamina dice whenever you take a short or long rest. When you use your Second Wind feature, you can regain one expended stamina die. When you reach certain levels in this class, the size of your stamina dice increases: at 10th level (d8) and 18th level (d10).
Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Quick Step
Starting at 7th level, while you are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you can Disengage as a bonus action.
Martial Flexibility
You can improvise and adapt against different types of foes. At 10th level, as a bonus action, you can learn an additional trick of your choice for one minute. You cannot use this feature again until you finish a short or long rest.
Haymaker
Starting at 15th level, you can put your full weight behind a blow, making it stronger but less accurate. When making an attack with an unarmed strike or free-hand weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Tricks
The tricks available to a brawler are presented in alphabetical order.
Adrenaline Spike. If you are at or below half your maximum hit points, you can use your reaction to roll a stamina die. You gain temporary hit points equal to twice the value rolled for 1 minute, or until they are expended.
Browbeat. When you hit a creature with an unarmed strike or free-hand weapon, make a Charisma (Intimidation) check. You may expend a stamina die and add the value rolled to the check. The DC equals 10 + the target creature's Wisdom saving throw modifier. On a success, the creature is frightened of you until the end of their next turn.
Come At Me. You goad an enemy into attacking you by making yourself vulnerable. Choose one creature you can see within 30 feet and, as a bonus action, make a Charisma (Persuasion) check contested by that creature's Wisdom (Insight) check. You may expend a stamina die and add
the value rolled to the check. On a success, that creature has advantage on attacks against you, and disadvantage on attacks against all other creatures, until the end of its next turn.
Choke Hold. You squeeze down on a grappled foe's windpipe. When you succeed on a Strength (Athletics) check to grapple a creature, roll a stamina die. The creature must succeed on a Strength saving throw or take bludgeoning damage equal to your stamina die roll and lose the ability to speak until the end of its next turn.
Counterpunch. If a creature within your reach misses you with a melee attack, you can use your reaction to expend a stamina die and make an attack against them with an unarmed strike or free-hand weapon. On a hit, add the stamina die roll to your attack's damage.
Curbstomp. When you hit a prone enemy with an unarmed strike or foot weapon, you may roll a stamina die and add the value rolled to the damage.
Ear Box. You slap your enemy hard in the ears. When you hit a creature with an unarmed strike or free-hand weapon, roll a stamina die. The target must succeed at a Constitution saving throw or take damage equal to the value rolled and be deafened until the start of your next turn.
Elbow. When a creature steps into the space directly behind you, you can use your reaction to expend a stamina die and make an unarmed strike against them with your elbow. If your attack hits, add the stamina die roll to your attack's damage.
Flip. You flip an enemy over your shoulder and slam them into the ground. When you succeed on a Strength (Athletics) check to grapple a creature up to one size larger than you, expend a stamina die. The creature must succeed on a Strength saving throw or be moved to another space adjacent to you and knocked prone, taking bludgeoning damage equal to the stamina die roll.
Guard Up. You put your arms up in a defensive stance. Roll a stamina die as a bonus action on your turn. Until the start of your next turn, when you are hit with a melee weapon attack, you may subtract the stamina die roll from the damage you take.
Headbutt. You slam your forehead into an enemy's skull. When you attempt an unarmed strike, roll a stamina die. On a hit, add the stamina die roll to your damage. The creature must succeed on a Constitution saving throw or be stunned until the end of their next turn. You take bludgeoning damage equal to half the stamina die roll (rounded down).
Knee. You knee an enemy in the gut. When you hit a creature with an unarmed strike, expend a stamina die and add it to the damage. The creature must succeed on a Constitution saving throw or have disadvantage on its next attack roll or ability check.
Round Kick. You swing your leg around into your enemy's side. When you hit a creature with an unarmed strike or foot weapon, roll a stamina die and add the value rolled to the damage. The creature must succeed at a Dexterity saving throw or be moved 5 feet.
Sweep the Leg. When you hit a creature with an unarmed strike or foot weapon, and its legs are touching the ground, roll a stamina die and add it to the damage. The creature must succeed at a Dexterity saving throw or be knocked prone.
Tackle. You physically throw yourself into your opponent. When you attempt an unarmed strike, roll a stamina die. If the attack hits, add twice the stamina die roll to your damage. Both you and the creature you hit are knocked prone, and you cannot stand up until the start of your next turn.
New Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Brass knuckles | 2 sp | 1d4 bludgeoning | 1 lb. | Light, finesse, free-hand |
Boxing gloves | 5 sp | 1d6 bludgeoning | 2 lb. | Light, free-hand |
Kickboxing boots | 1 gp | 1d6 bludgeoning | 1 lb | Light, free-hand, foot |
Martial melee weapons | ||||
Punch daggers | 2 gp | 1d6 piercing | 2 lb. | Light, finesse, free-hand |
Steel gauntlets | 1 gp | 1d8 bludgeoning | 3 lb. | Free-hand |
Spiked gauntlets | 2 gp | 1d8 piercing | 3 lb. | Free-hand |
Steel-toed boots | 2 gp | 1d8 bludgeoning | 5 lb. | Free-hand, foot |
New Item Properties
The following are new weapon properties, as seen on the weapons listed above.
Foot. A weapon worn on the feet, often as part of armor.
Free-hand. While wielding a free-hand weapon, you can still use your hands for other purposes, including features that require you to have a hand free.
New Magic Item
Handwraps of Mighty Blows, +1, +2, or +3
Wondrous item, uncommon (+1), rare (+2) or very rare (+3)
Bandages wrapped tightly around the fists, inscribed with magical runes. While you are wearing these handwraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a bonus to attack and damage rolls with unarmed strikes. The bonus is determined by the handwraps' rarity.
Art Credits
- Jared Ondricek (textures)
- Wayne Reynolds
- Ben Wootten
- Larian Studios