Fighter Subclass: Brawler

by Deerteeth

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Fighter Archetype: Brawler


Standing in a fighting pit, a young tiefling faces her opponent with a look of grim determination. Each blow she dodges is met by a fierce counterattack, until at last her enemy falls.

A human with cloth wrapped hands kicks a hobgoblin's kneecap with a crunch. His adversary swings a sword at him, only for the human to grab the arm and break it.

No matter the reason, a brawler is a person who understands and exploits the mechanical limitations of the body. They watch their opponent's every movement, waiting for the perfect opportunity to strike where the enemy is weak.

Fistfighter

Beginning at 3rd level, you gain the following benefits while you aren't wearing heavy armor, half plate, a chain shirt, or a breastplate, and you aren't wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes
  • You can roll a d8 in place of the normal damage of your unarmed strike.

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Counter

At 3rd level, you gain the ability to counterattack. If a creature misses you by 2 or less, you can make an unarmed strike against that creature as a reaction without spending a combat point.

Martial Techniques

When you choose this archetype at 3rd level, you learn techniques that you can use to disable and cripple your opponents. These techniques are fueled by combat points, and can be used under the same conditions as your Fistfighter feature.

Techniques. You learn 3 techniques of your choice. Many techniques enhance an attack in some way. You can use only one technique per attack.

You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Combat Points. You have a number of combat points equal to your Fighter level. A combat point is expended when you use it. You regain all of your expended combat points when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Improved Critical

Beginning at 7th level, your unarmed strikes score a critical hit on a roll of 19-20.

Recovery

Beginning at 10th level, you can use an action while in combat to regain 1d4 combat points. When you do so, enemies have advantage on attack rolls against you until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of 1 time), and you regain all expended uses when you finish a short or long rest.

Counter Mastery

Beginning at 15th level, you can counter an enemy that misses you by 5 or less without spending a combat point.

Blistering Combatant

At 18th level, you can spend 2 combat points to make two unarmed strikes as a bonus action.

Additionally, you regain one combat point on a roll of 19 or 20 on a d20 attack roll.

Techniques

The techniques are presented in alphabetical order.

Aching Blow. When you hit a creature with an unarmed attack, you can expend a combat point to make a wound that hurts continuously. At the beginning of its next turn, the target must succeed on a Constitution saving throw or suffer 1d4 damage. The target can repeat this saving throw at the beginning of each of its turns, ending the effect on itself on a success.

This effect does not stack.

Blinding Strike. When you hit a creature with an unarmed strike, you can spend one combat point to attempt to temporarily blind your opponent. The creature suffers normal damage and must make a Constitution saving throw or be blinded until the end of its next turn.

Counter. As a reaction when a creature makes a melee attack against you, you can spend 1 combat point to raise your AC by 2 against the triggering attack. If the attack misses you, you can make an unarmed strike against the creature as a part of this reaction.

Crippling Blow. When you hit a creature with an unarmed strike, you can spend one combat point to attempt to cripple it. The creature suffers normal damage and it must succeed on a Constitution saving throw or have its speed reduced by 10 feet until lesser restoration or a similar spell is cast on it.

Dazing Blow. When you hit a creature with an unarmed strike, you can expend one combat point to make the target slow to react. The target must make a Constitution saving throw. On a failure, the target can't take reactions until the start of your next turn.

Defense Breaker. When you hit a creature with an unarmed attack, you can expend one combat point to attempt to break its defense. The target must make a Strength saving throw. On a failure, the target provokes an opportunity attack from one of your allies within melee range of the target.

Disarming Blow. When you hit with an unarmed strike, you can spend one combat point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature suffers normal damage and must succeed on a Strength saving throw. On a failed save, it drops the object you choose.

Disrupting Strike. When you hit a creature with an unarmed strike, you can expend one combat point to disrupt the creature’s concentration. The creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack.

Driving Blow. When you hit a creature with an unarmed strike, you can spend one combat point to attempt to drive the target back. The target suffers normal damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Fracture. As a reaction, you can spend 2 combat points to try to break an attacker's arm or leg. If the attacker misses you, you can roll to grapple it. If you succeed, the creature must make a Constitution saving throw. On a failed save, the creature's limb breaks, dealing 1d8 damage and giving it disadvantage on any attacks with that appendage. This disadvantage lasts until it is removed by greater restoration or similar magic.

The damage increases by 1d8 when you reach 5th level (2d8), 7th level (3d8), 10th level (4d8), 15th level (5d8), and 20th level (6d8).

Glancing Blow. When you miss with an attack roll and did not roll a 1, you can use your reaction to expend a combat point and make the attack a glancing blow. The creature takes half the damage your weapon would normally deal on a hit, rounded down.

Grappling Blow. When you hit a creature with an unarmed strike on your turn, you can spend one combat point and attempt to grapple the target as a part of the same action (see the Player's Handbook for rules on grappling).

Grounded Sweep. When you are prone and a creature makes a melee attack roll against you, you can expend one combat point and use your reaction to attempt to trip it using a free hand or foot. The creature must make a Dexterity saving throw or fall prone and have its movement reduced to 0 for the rest of the turn. If the trip succeeds, the creature takes 1d8 bludgeoning damage.

Lunge. When you make an unarmed strike on your turn, you can spend 1 combat point to increase your reach for that attack by 5 feet.

Pin. When you hit a creature with an unarmed strike, you can expend a combat point to pin the target in place. If the target is your size or smaller, it must make a Dexterity saving throw. On a failure, its speed is reduced to 0 until the end of your next turn.

Tripping Blow. When you hit a creature with an unarmed strike, you can spend one combat point to attempt to knock the target down. The target suffers normal damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 

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