Martial Archetype: Brawler

by Chilroy

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Martial Archetype

Brawler

A fighter that uses their fists instead of steel to their will done, Brawlers are fighters who use tactics learned from experience fighting rather than studying. Often coming from backgrounds as lowlife thugs, pit fighters, street gladiators, or smooth talking gamblers. Despite that, Brawlers come from every walk of life, all sharing in common their pride in their prowess of unarmed fighting.

Often using dirty tricks and raw power to get an upper hand in a fight, relying only on their fists. Brawlers view any opening, no matter how dishonorable, as an opportunity they can take to get an advantage against an opponent.

Brawler Features
Fighter Level Feature
3rd Bonus Proficiency, Brawler Tactics (1d4), Heavy Hands
7th Brawler's Finesse
10th Improved Brawler Tactics (1d6)
15th Heavyweight
18th Overwhelming, Improved Brawler Tactics (1d8)

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Insight, Performance, or Sleight of Hand. Alternatively, you may learn Thieves' Cant.

Brawler Tactics

At 3rd level, you hone your rough fighting techniques into reliable style and learn tactics fueled by special⁠ dice called brawler dice.


Tactics. You learn three tactics of your choice, which are detailed under “Tactics” below. Many tactics enhance your unarmed strikes in some way. You can use only one tactic per attack.

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


Brawler Dice. You have six brawler dice, which are d4s. A brawler die is expended when you use it. You regain all of your expended brawler dice when you finish a short or long rest.

You gain another brawler die at 7th level and one more at 15th level.


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

Tactic save DC = 8 + your proficiency bonus +

your Strength or Constitution modifier (your choice)

Heavy Hands

Starting at 3rd level, you hone your fists into reliable weapons. Your unarmed damage die becomes a 1d4, if it was already 1d4 it becomes a 1d6 instead. When you use the Attack action with an unarmed strike on your turn you can make one additional unarmed strike as a bonus action.

Brawler's Finesse

At 7th level, your prowess in combat becomes even greater, being able to target the weaknesses of your opponents with almost supernatural ease. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Brawler Tactics

At 10th level, your brawler dice turn into d6s. At 18th level, they turn into d8s.

Heavyweight

Starting at 15th level, when you roll initiative and have no brawler dice remaining, you regain three brawler dice.

Overwhelming

Starting at 18th level, as a bonus action you can increase the damage die size of your unarmed strikes to a d10 and your damage rolls with unarmed strikes have advantage for 10 minutes.

Once you use this feature, you can’t use it again until you finish a long rest.

Tactics

The tactics are presented in alphabetical order.


Disarming Blow. When you hit a creature with an unarmed strike, you can expend one brawler dice to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the brawler dice to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.


Empowered Smash. When you make an unarmed strike on your turn, you can expend a brawler die to make your attack into a line 5 feet wide that extends out from you to a target within 15 feet. Each creature in the line excluding you and the target must make a Dexterity saving throw. On a failure, they take damage as if they were hit by your unarmed strike and brawler die, and half as much damage on a successful one. If you hit your target, you add your brawler die to the attack's damage roll.


Evasive Footwork. When you move, you can expend one brawler die, rolling the die and adding the number rolled to your AC until you stop moving.


Evasive Strike. When a creature targets you with a melee attack, you can use your reaction and expend one brawler die adding the number rolled to your AC against the triggering attack. If the attack misses, you make an unarmed strike against the creature. If you hit, you add the brawler die to the attack's damage roll.


Feinting Strikes. You can expend two brawler dice and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, roll your brawler dice with advantage and add it to the attack's damage roll.

The advantage is lost if not used on the turn you gain it.


Full Guard. When another creature damages you with a melee attack, you can use your reaction and expend one brawler die to reduce the damage by the number you roll on your brawler die + your Constitution modifier.


Haymaker. When you hit a creature with an unarmed strike, you can expend a brawler die to deliver a concussive blow to an opponent. You add the brawler die to the attack's damage roll, and the creature must succeed on a Constitution saving throw or be stunned until the end of your next turn.


Precision Jab. When you make an unarmed strike against a creature, you can expend one brawler die to add it to the attack roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.


Mean Hook. When you hit a creature with an unarmed strike, you can expend one brawler die to increase your unarmed strike's damage die size. (For example, if your unarmed damage die is a d4, it increases to a d6.) If you hit your target, you add your brawler die to the attack's damage roll.


Menacing Blow. When you hit a creature with an unarmed strike, you can expend one brawler die to attempt to frighten the target. You add the brawler die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.


Restraining Strike. Immediately after you hit a creature with an unarmed strike on your turn, you can expend one brawler die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the brawler die to your Strength (Athletics) check. The target is also restrained while grappled in this way.


Skullcracker. When you hit a creature with an unarmed strike, you can expend one brawler die to attempt to slam another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your brawler die. The damage is of the same type dealt by the original attack.


Staggering Blow. When you hit a creature with an unarmed strike, you can expend any number of brawler dice to push them back with devastating force. You add a brawler die to the attack's damage roll, and the creature must make a Strength saving throw. On a failed save, you push the target 5 feet away for each brawler die expended.


Taunting Blow. When you hit a creature with an unarmed strike, you can expend one brawler die to attempt to taunt the target into attacking you. You add the brawler die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


Vicious Strikes. You can expend three brawler dice and use a bonus action to prepare a flurry of unarmed blows. You add the brawler dice to the damage roll of the next successful unarmed strike you make this turn.

The brawler dice damage bonus is lost if not used on the turn you gain it.

Feats

These are new feats meant for player characters synergize using martial classes. At certain levels, your class gives you the ability score improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.


You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.


Unbreakable Form

Prerequisite: Constitution 16 or higher


As a bonus action, you can perform a martial ritual to make your body imprevious to harm. You gain immunity to all damage except force for up to 10 minutes, or until you dismiss this effect. While immune this way, any attack, ability, feature, or spell you use cannot deal more than 1 damage. The damage is of the same type dealt by the original attack.

Once you use this ability, you can’t use it again until you finish a long rest.

Immovable Form

Prerequisite: Strength 16 or higher


You can grapple a creature or object regardless of size. When you do this you become fixed in the place you began your grapple. A creature can use an action to make a Strength (Athletics) check contested by your Strength (Athletics), moving you from fixed position up to 10 feet on a success.

 

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