Bruiser

by Malnore

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The Bruiser

A werewolf attempts to claw at a human, but just barely swings wide. As if they could see the attack in slow motion, the human shifts their body to dodge the blow as they deliver a vicious counter to the lycanthrope's jaw.

A drow is surrounded by a group of rival thugs. The drow dodges as many of the urchins' blows as they can, and braces for the ones they can't, all the while getting in a few hits of their own. Each time an opening is seen, the drow strikes, some attacks more dirty than others, but each one lands and by the end, the drow is only one left standing.

Surrounded by a cacophony of boos and cheers, a costumed dwarf leaps from the ropes and splays out their limbs, landing solidly on an equally costumed dragonborn. On the battlefield, the same scene plays out, except the ropes are a fence, and the dragonborn is an unprepared gnoll.

Bruisers come in all shapes and sizes, from hulking goliaths and orcs, all the way to lean, mean, fighting machine gnomes and halflings. A bruiser's strength and form outweigh any weight class advantage, so don't underestimate one or you'll be seeing stars before you know it.

Revel in Battle

Many people fight every day, some make a living out of it even, but very few ever become true bruisers. Bruisers fight simply because they love it. The adrenaline, fear, pain, instinctual need to survive, the sting of loss, and the glory of success. These are the things that drive a bruiser to fight day after day. They find great joy in combat and often try to work it into their daily lives as much as possible

Strive to Overcome

One would be hard pressed to find a bruiser without great ambition. A boxer would not reach 4th in their division then grow complacent because its "good enough" for them. A street fighter would never allow an opponent to beat them over and over again, regardless of the odds. A wrestler always goes above and beyond their 100% not only for the crowd, but also for themselves.

Bruisers want to be the best, and typically want everyone to know it, whether it be by telling, or more often, showing. Each and every bruiser worked their body to the limit training, pounding the moves and movements into their muscles until they could do them blindfolded. They sweat blood sweat and tears to get where they are and they aren't going to let that time and effort go to waste. Every bruiser has an almost animalistic drive to overcome every obstacle and sit upon the throne. What that actually looks like is different from person to person, but each bruiser has an undeniable will to improve themselves and defeat whatever stands in their way.

Creating a Bruiser

The most important part of creating a bruiser is figuring out what kind of fighting you excel at. Were you classically trained in the sweet science of boxing or a similar sport? Did you grow up on the streets and have to teach yourself, resulting in a rough-and-tumble style? As a child, did you find yourself enamored with the wrestlers you watched with your father, ultimately deciding to emulate them, or even join them in the show?

Is fighting your hobby? A profession perhaps? Do your friends and family know about your pugilistic tendencies, or is it a secret? Maybe you were raised in a noble family where such things were considered uncouth and unwelcome, or was it the opposite and they encouraged you to follow your passion? Why have you turned to adventuring instead of a more traditional path of competitive fighting? Were you injured in a fight, leaving you unable to compete for a long time until recently, only for you to discover you've been wrongfully banned from your sport?

Quick Build

You can make a bruiser quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, take the athlete, criminal, or gladiator background.







Bruiser
Level Proficiency Bonus Features Fistfighting Die
1st +2 Unarmored Defense, Fistfighting 1d4
2nd +2 Targeted Strikes 1d4
3rd +2 Combat Training 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack 1d6
6th +3 Combat Training Feature 1d8
7th +3 Soulful Strikes 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Resolute Endurance 1d8
10th +4 Combat Training Feature 1d8
11th +4 Extra Attack (2) 1d8
12th +4 Ability Score Improvement 1d10
13th +5 Battler’s Focus 1d10
14th +5 Combat Training Feature 1d10
15th +5 Resolute Endurance (2) 1d10
16th +5 Ability Score Improvement 1d10
17th +6 The Need to Win 1d12
18th +6 Combat Training Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Superior Fistfighting 1d12

Class Features

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

Proficiencies

Armor: Light Armor
Weapons: None
Tools: A gaming set of your choice, Land Vehicles
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Medicine, and Sleight of Hand

Equipment

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

  • (a) a healer's kit or (b) leather armor
  • (a) an entertainer's pack or (b) an explorer's pack

Alternatively, you may start with 4d4 x 10 gp to buy your own equipment

Multiclassing

Prerequisites. To qualify for multiclassing into the bruiser class, you must meet these prerequisites: Strength and Constitution 13.

Proficiencies. When you multiclass into the bruiser class, you gain the following proficiencies: Light armour.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

Fistfighting

At 1st level, your history of fighting with nothing but your fists has turned them into real weapons. You gain the following benefits

  • Your unarmed strikes now deal 1d4 bludgeoning damage. This increases as you gain Bruiser levels, as shown in the Fistfighting column of the Bruiser table
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action

Targeted Strikes

At 2nd level, your combat experience has given you insight on the weak points of your opponents, and the ability to quickly figure out those of others you encounter as well. These weak points can be targeted to cause various physical effects on the creature. You start knowing three such attacks: Brain Shaker, Nerve Core Strike, and Heart Stopper
When you make an unarmed strike on your turn, you can take a penalty equal to your proficiency bonus to the attack roll and call it as a targeted strike. If the attack hits, it deals normal damage in addition to the effect chosen. You cannot call a targeted strike against an enemy that has a body type you have not seen for more than 30 seconds, and you can only use one targeted strike per turn. If an attack calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier

  • Brain Shaker: You hit the target in such a way that their brain is shaken ever so slightly that it disorients them. Until the end of their next turn, the target has disadvantage on all attack rolls and their speed is halved. This does not work on a creature that does not have a head or brain.
  • Nerve Core Strike: You strike the target directly in a cluster of nerves, such as the Solar Plexus. If the target currently has less than 50 hit points, or less than 50% of their maximum hit points, whichever is lower, they are incapacitated until the end of their next turn. This does not work on a creature that has no functioning nervous system

  • Heart Stopper: You land a solid blow to the target’s heart, making it skip a beat and slowing them ever so slightly. Until the end of their next turn, the target cannot take reactions, and can only make one attack on their turn, even if they have a multiattack. This does not work on a creature that does not have a heart










Combat Training

At 3rd level, you choose a form of combat training that fits you the best. Choose from Boxer, Street Fighter, and Professional Wrestler, all detailed at the end of this class description. The combat training you choose grants you features at 3rd, 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score over 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. The number of attacks increases to three when you reach 11th level.

Soulful Strikes

At 7th level, your sheer force of will and strength empowers your body. Your unarmed strikes now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage

Resolute Endurance

You love to fight and you hate to lose. You’ve been down so many times you can keep yourself up just by trying. Starting at 9th level, when you would be reduced to 0 hit points but not killed, you can be reduced to one hit point instead. You may use this feature once per long rest. At 15th level, you can use this feature twice per long rest.

Battler's Focus

At 13th level, your mind is trained against any distractions on or off the battlefield, allowing you to focus on the task at hand. You have advantage on all saving throws against being charmed or frightened. If you are in combat, you automatically succeed on these saving throws.

The Need to Win

Your drive to defeat your opponent allows you to push your body beyond its limits in times of desperation. Beginning at 17th level, when you are below half of your maximum hit points, your unarmed strikes deal an additional 1d4 bludgeoning damage.

Superior Fistfighting

At 20th level, all of your fistfighting techniques are strengthened.

  • Your unarmed strikes gain a +2 to all attack and damage rolls
  • All your special attacks and targeted strikes can be used on any enemy, regardless of anatomy or size
  • Battler’s Focus now adds double your proficiency bonus to saving throws against being frightened or charmed
  • Need to Win increases to an additional 2d4

Combat Trainings

Boxer

Boxers are true pugilists, constantly honing their bodies and minds to take down their opponent in the ring, and out if needed. Fighting is a science, and boxers seek to perfect that science

Stances

When you choose this brawling style at 3rd level, you learn three stances, which are detailed below. You may enter a stance or change your current stance as a bonus action. You may exit your current stance for free. You learn an additional stance at 6th, 10th, 14th and 18th level. Each time you learn a new stance, you may also replace one stance you know with a different one.

Starting Stances
  • Upright Stance: A standard offensive stance, standing up straight, your off hand forward, and dominant hand close to the head. You gain a +2 to all damage rolls. This increases to +3 at 6th level, and to +5 at 14th level
  • Semi-Crouch Stance: A middle stance between offense and defense, standing up straight, both hands close to your head. You gain a +1 to all damage rolls, and all damage you take is reduced by 1. Both numbers increase to 2 at 6th level, and then to 3 at 14th level
  • Full Crouch Stance: A standard defensive stance, back hunched forward, both hands close to your head. All damage you take is reduced by 2. This increases to 3 at 6th level, and again to 5 at 14th level
Additional Stances
  • Peek-A-Boo Stance: You gain a +1 bonus to your AC and a -1 penalty to your attack and damage rolls. You may increase this to a +2 and -2 at 14th level
  • Hitman Stance: You gain a +1 to all attack and damage rolls, and a -1 penalty to your AC. You may increase this to a +2 and -2 at 14th level
  • Cover-Up Stance: You gain a +4 to your AC, but your unarmed strikes’ damage dice is reduced by one level
  • Wild Stance: (Prerequisite: Level 10) Once per round, if you take damage from an enemy attack while in this stance, you immediately gain temporary hit points equal to your Strength modifier. The number of temporary hit points gained increases to twice your strength modifier at 18th level.

Counterattack

You’ve seen so many punches and attacks coming at you, you’re now able to read them and counter. Starting at 6th level, when a creature misses you with a melee attack by 5 or more, you can use your reaction to make an unarmed strike against that creature.

Blistering Footwork

At 10th level, your movement speed increases by 10 feet, you can take the dodge action as a bonus action, and you have advantage on Dexterity saving throws against effects you can see.

Quick Reflexes

At 14th level, when you enter combat, you may immediately enter a stance for free, you cannot be surprised, and when you roll initiative, you add your Dexterity modifier twice to the roll, instead of once

Efficient Rest

Choose one of the two options below.

  1. You have learned to maximize your rest time, knowing that the next round is bound to start soon. When you take a short rest, treat all hit dice you roll as if you rolled the highest number possible.
  2. Your skills have all been burned into you at your core. Whenever you are reduced to 0 hit points but not killed, you may continue to fight in a state of pure muscle memory alone. While in this state, you are not considered to be unconscious, your movement speed is reduced to 15 feet, the only action you can take is the Attack action, and you cannot use any bonus actions except to make an unarmed strike. Also, instead of failing death saving throws upon taking damage, you instead take one level of exhaustion, two if you would take more than 30 damage from a single source. You may be in this state for a number of rounds equal to your constitution modifier per long rest. You exit this state when you die, are healed, or you run out of rounds.







Street Fighter

Street Fighters are a rough and tumble crew. Often there are no rules on the street and you have learned to use that to your advantage.

Additional Targeted Strikes

You’ve been hit in some nasty places, and you can hit right back in similar fashion. When you choose this brawling style at 3rd level, you gain two additional targeted strikes of your choice from the list below. You gain an additional targeted strike of your choice from the list below at 6th, 10th, 14th, and 18th level, and when you learn an additional targeted strike, you can replace one you already know with a different one.

  • Disarming Strike: You break the targets hold on their weapon by striking their wrist at precise angles. If the target is holding a melee weapon in one hand, they must succeed on a Strength saving throw or they drop it. If the target is holding more than one one-handed weapon, you choose which one they drop.
  • Ear Clap: You use both hands to clap the targets ears with incredible force. The target becomes deafened for 30 seconds. This does not work on a creature that doesn’t have a head
  • Leg Sweep: You sweep your leg forward, knocking the target off their balance. The target must make a strength saving throw or be knocked prone. This does not work on a creature that is not standing on the ground or is more than one size larger than you.
  • Pocket Sand: You throw out or kick up loose dirt or sand at the targets eye or eyes. The target is blinded until the end of your next turn. This does not work on a creature that has no eyes
  • Rabbit Punch: You deliver a quick strike to the back of the target’s head or neck. The target is stunned until the end of their next turn. You must be behind the target, and able to reach their neck or head to use this targeted strike.
  • Throat Punch: You viciously strike the target’s throat. The target must make a Constitution saving throw or be incapacitated until the end of your next turn as they struggle to breath. Additionally, if they are underwater, and if they failed their saving throw, they lose 1 minute of air. This does not work on a creature that doesn’t have a throat

Street Weapons

You often had to fight on a moment’s notice, using anything you could find. At 3rd level you gain proficiency in improvised weapons, and any improvised weapon you use deal damage equal to your current Fistfighting damage die. If you use an improvised weapon for a ranged attack, the damage die is reduced by one level (Minimum 1d4). You also gain proficiency in Daggers, Light Hammers, Darts, and Shortswords.

Street Smarts

At 6th level, you can add half your proficiency bonus (rounded up) to any perception or investigation check in cities and towns, and you become proficient in Insight. If you are already proficient in Insight, you gain expertise.

Fight Against the Crowd

Street fights are rarely one on one. Sometimes you were the one, sometimes you weren’t. Starting at 10th level, creatures cannot gain bonuses on attacks against you because their ally is within 5 feet of you or flanking you.

Fearsome Presence

Beginning at 14th level, you can use your action to attempt to frighten a creature with nothing but your brutal existence. When you do so, choose one creature that you can see within 30 feet of you, it must succeed on a Wisdom saving throw (DC equal to 8 + you proficiency bonus + your Charisma modifier) or be afraid of you for one minute. The creature can repeat this save at the end of each of its turns. On a success, the target becomes immune to this feature for 24 hours.

Vicious Attacks

You’ve mastered striking your opponent where it hurts the most. Starting at 18th level, you score a critical hit on a roll of 19 or 20, and all critical hits you score deal maximum damage.










Professional Wrestler

Professional Wrestlers often get a bad rap, people claiming that everything they do is fake. Sure it may be scripted, but how many people can say they could follow the same physical script and entertain a crowd?

Professional Attacks

There were many moves and attacks you used or have seen in the squared circle. You have adapted those into real, viable attacks to use on your enemies. When you choose this brawling style at 3rd level, you gain two professional attacks of your choice from the list below.
Saving Throws: Some professional attacks require a save from the target. The DC for these saves is equal to 8 + your proficiency bonus + your Strength modifier.
Professional attacks are special unarmed strikes that replace normal attacks during the Attack action. You can use more than one professional attack per Attack action, but only one per attack. You cannot use the same professional attack more than once per turn. Professional attacks deal damage equal to your Fistfighting die unless otherwise stated. You gain an additional professional attack of your choice from the list below at 6th, 10th, 14th, and 18th level, and when you learn an additional professional attack, you can replace one you already know with a different one.

  • Camel Clutch: If a prone creature is within 5 feet of you, you may use this attack to grapple and restrain the target, climbing on their back and clutching their head and arms backward. Your speed is reduced to 0 while you are grappling a creature in this way. The target can make an athletics or acrobatics check on their turn to escape
  • Dropkick: If you move at least 5 feet towards an enemy, you can leap into the air with both feet forward, kicking the target with full force. The target is pushed 5 feet back and must make a Strength saving throw or be knocked prone. You are knocked prone by this attack. This attack cannot be used on a creature that is more than one size larger or smaller than you.
  • Giant Swing: If a prone creature is within 5 feet of you, you may use this attack to grab their legs, swing them around, and throw them, moving them anywhere within 10 feet of you. If the target is one or more sizes larger than you, you must make a Strength (athletics) check (DC equals 15 + 5 per size larger than you) or the attack fails, having no effect at all.
  • Lariat: If you move at least 10 feet directly towards a creature, you can use this attack to swing out your arm and attempt to slam the target. The target must make a Strength saving throw or be knocked prone. This attack cannot be used on a creature that is more than one size larger or smaller than you.
  • The People's Elbow (req. 6th level): If a prone creature is within 5 feet of you, and you are not prone, you may use this attack to drop your elbow directly onto their face or chest. This attack deals an additional 1d6 bludgeoning damage and causes you to fall prone.
  • Spear (req. 6th level): If you move at least 15 feet directly towards a creature, you can use this attack to leap forward and full body tackle the target. This attack deals an additional 1d6 bludgeoning damage and the target must make a strength saving throw or be knocked prone. You are knocked prone by this attack. This attack cannot be used on a creature that is more than one size larger or smaller than you.
  • RKO (req. 6th level): When you attack a creature from behind, you can grab their head, leap forward, and drop their head directly onto your shoulder. This attack knocks the target prone, and they must succeed on a Constitution saving throw or be stunned until the end of their next turn. This attack cannot be used on a creature that is more than one size larger or smaller than you.

Crowd Pleaser

You trained not only to be physically strong, but also to be a charismatic performer. At 3rd level, you gain proficiency in Performance. If you are already proficient, you gain expertise.

Manhandling

Beginning at 3rd level, if you make an unarmed strike with the Attack action, you can make a grapple attack as a bonus action



Up From the Mat

Starting at 6th level, you only need to spend 5 feet of movement to get up from being prone

Work the Crowd

At 10th level, you've just about perfected the ability to rile up anybody. In combat, you can use your action to call attention to yourself. All enemies within 30 feet must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be distracted by you. Creatures that fail have disadvantage on attack rolls made against creatures other than you for 1 minute. Creatures that failed can repeat the saving throw at the end of each of their turns, ending the effect on a success. Any creature that succeeds is immune to this feature for 24 hours. Out of combat, you are able to start friendly competitions and shows of physical prowess in taverns and similar environments by spending at least 20 minutes to do so. You can use this feature in combat a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest, and an unlimited number of times out of combat

Good Seller

All the great wrestlers are not only good at hitting, but also good at getting hit, and making even the fake blows look absolutely real. At 14th level, you gain proficiency in the Deception skill; if you are already proficient, you may add double your proficiency bonus to all Deception rolls. In addition, when an attack misses you, you can act as if you had been hit, making the opponent believe they are doing better than they are.

Trash Talk

You are familiar with the skill of roasting and taunting others and you are quite good at it! Beginning at 18th level, you can taunt an enemy as a bonus action. Choose a creature that you can see within 30 feet. That creature must succeed on a wisdom save (DC equals 8 + your proficiency bonus + your Charisma modifier) or be focused on you for one minute. A creature that fails cannot attack anyone except you for one minute, and you have advantage on your first attack against them on each of your turns. The affected creature repeats their save at the end of each of their turns. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a short or long rest. If a creature succeeds on the saving throw, they are immune to this effect for 24 hours.

Credits

Design: Malnore

Art: blackwinterraven, Wan Young Yun, Green Tea, Dion Harris, Anjinanhut

 

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