A brawler is a fighter that takes a holistic approach to beating things down. They are not the specialized martial artists of monks, but can throw a punch... or a chair. They specialize in being resourceful and, more importantly, strong. Ranging from brutish thugs and drunks to witty chaps who had to learn to wag their fists as fast as their tongue to keep their head on their shoulders.
A brawler is always armed and dangerous, and isn't above using a weapon if it's the handiest way to bash something, they just don't view themselves as limited.
Weapon is a State of Mind
Beginning when you choose this archetype at 3rd level, you gain a remarkably ability to turn anything into a weapon - fists, improvised weapons, goblins, etc.
You can add your proficiency bonus when wielding improvised weapon, and all attacks you made deal 1d8 damage bludgeoning, piercing, or slashing damage (depending on their nature) if their damage die would be lower. You can use creatures you are grappling as improvised weapons with the Thrown 5/10 property. If they one size or more smaller than you, they gain the Light property. When you make an attack using a creature or object as a weapon, you can choose to deal damage equal to your Strength modifier to the creature or object you are using as a weapon.
Additionally at 3rd level, you can apply the benefit of any fighting style to any weapon attack (including unarmed strikes and improvised weapons). If you have multiple Fighting Styles you may pick which the attack benefits from. Additionally, at the end of a long rest, you can change your Fighting Style selection.
Beginning at 7th level, you gain a remarkable ability to shrug of blows. When you use your Second Wind feature, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, the minimum damage die of your attacks becomes a d10 (up from a d8). Additionally, when you choose to deal damage to to a creature or object you are using as a weapon, it takes damage equal to the damage dealt by the attack.
At 18th level, you can perform legendary feats that defy all common sense. Before you make an attack roll, saving throw, or Strength, Dexterity, or Constitution ability check, you can make it a legendary feat, adding your Fighter level to the roll.
Once you do so, you cannot do so again until you complete a short or long rest.
- Subclass created by KibblesTasty
- Art: Forrest Imel (Licensed Stock Art)
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