The Brawler - A Martial Class

by Dragonshard

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The Brawler

Brawler

Deep in a swamp, a hydra lunges one of its heads at a seemingly unarmed dwarf. Sidestepping quickly, the dwarf grabs the maw, pushing it forcefully into the marshy ground.

With a goblin in a chokehold in one arm, an armored dragonborn dashes and jumps into the air, dropkicking a hobgoblin. After mere moments, the whole goblin war party is lying in the dirt or running in frantic fear.

An ogre rushes a party of adventurers, swinging its club wildly. A human throws herself in the way and ducks under a menacing blow. Grabbing the ogre's arm, she launches herself into the air and brings both fists down on the crown of the brute's head. Stopping dead in its tracks, the ogre crumples to the ground.

These heroes are brawlers, warriors who train their bodies to be brutal weapons. Swinging their fists, and whatever else they get their hands on, brawlers are devastating melee combatants who control the battlefield as they effortlessly throw foes around, taking down those who pose too much danger to their allies.

Opportunistic Bruisers

Deadly even with nothing in their hands, brawlers eschew using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting styles of brutal unarmed combat. Versatile, agile, and able to adapt to all kinds of attacks, a brawler’s body is a powerful weapon.

Brawlers use every opportunity in combat to gain the upper hand, grabbing and throwing their foes when caught off-balance and swiftly dispatching them when their defenses falter. Skilled brawlers control the battlefield, maneuvering their foes right where they want them and pinning them down with ease.

Rolling with the Punches

Not every tavern drunk that throws a punch is a brawler. Brawlers are those who have honed their ability to fight, ignore pain when they take a hit, and expertly control their foes in battle. They include those skilled in methods of unconventional combat, and are often bodyguards,
bouncers, and street fighters.

A brawler's experience in unorthodox fighting makes
them a natural fit for the surprises often faced by adventurers. Brawlers are strong, maneuverable, and adaptable, able to protect their allies by enduring blows
and impeding the most threatening foes.

Creating a Brawler

To create your brawler, first consider how you first learned to fight. Did you teach yourself or was there someone who mentored you in brawling? Also consider why you first learned to brawl. Was it to protect yourself on the street or to earn some extra gold through fighting rings? Maybe you were seeking revenge against someone who wronged you or a loved one.

Although you don’t gain features from your brawling forte until you reach 3rd level, plan ahead for that choice by reading the forte descriptions at the end of the class and consider what techniques your brawler employs. Are you particularly skilled at controlling groups of enemies, breaking through enemy armor and shields, or simply being an impenetrable wall of strength and steel?

Lastly, what caused you to apply your unconventional fighting skills to adventuring? Was it simply the most promising option for more gold or were you seeking more exotic experiences that couldn't be found in your local circles? Perhaps you were forced out of your familiar life and onto the road by some rival or foe.

Quick Build

You can make a brawler quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution (or Charisma if you plan on choosing the victor forte).
Second, choose the folk
hero background.

The Brawler Table
Level Proficiency Bonus Cheap Shots Brawl Die Features
1st +2 1d4 Hard Knocks (1 use), Brawling
2nd +2 2 1d4 Dirty Fighting, Fast Movement
3rd +2 3 1d4 Brawling Forte
4th +2 4 1d4 Ability Score Improvement
5th +3 5 1d6 Extra Attack
6th +3 6 1d6 Forte Feature, Force of Will
7th +3 7 1d6 Danger Sense
8th +3 8 1d6 Ability Score Improvement
9th +4 9 1d6 Hard Knocks (2 uses)
10th +4 10 1d6 Forte Feature
11th +4 11 1d8 Dirty Fighting Improvement
12th +4 12 1d8 Ability Score Improvement
13th +5 13 1d8 Awesome Blow
14th +5 14 1d8 Forte Feature
15th +5 15 1d8 Size-Up Opponent
16th +5 16 1d8 Ability Score Improvement
17th +6 17 1d10 Hard Knocks (3 uses)
18th +6 18 1d10 Forte Feature
19th +6 19 1d10 Ability Score Improvement
20th +6 20 1d10 Legendary Brawler

Class Features

As a Brawler, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per brawler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brawler level after 1st.

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: A gaming set

  • Saving Throws: Constitution, Strength
  • Skills: Athletics, and choose two skills from Acrobatics, Insight, Intimidation, Medicine, Perception, Sleight of Hand, and Survival.

Equipment

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

  • Any simple weapon
  • (a) hide armor or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Hard Knocks

At 1st level, you are accustomed to shrugging off blows and ignoring pain that would take down most people. Once per long rest, as a reaction to taking damage that would leave you with less than half your maximum hit points, you may choose to halve the triggering damage and temporarily gain resistance to all damage for one minute.

You can use this feature twice between long rests starting at 9th level and three times starting at 17th level.

Brawling

At 1st level, you know how to use your fists and whatever else is available in combat. You gain the following benefits while you are unarmed or wielding only one melee weapon:

  • You can roll a d4 in place of the normal damage of your unarmed strikes and other melee attacks. This die changes as you gain brawler levels, as shown in the Brawl Die column of the Brawler table.
  • When you use the Attack action with an unarmed strike or melee weapon on your turn, you can make one unarmed strike as a bonus action.
  • Your proficiency modifier is doubled for athletics checks used in ability score contests.

Dirty Fighting

At 2nd level, you learn to take advantage of any opportunity your opponents give you. You have a number of cheap shots available according to the Cheap Shots column of the Brawler Table. You regain all expended cheap shots when you complete a short or long rest.

When you use the attack action to hit an opponent with a melee attack, you may expend a cheap shot to attempt to shove, grapple, or disarm the target as part of the same attack.

                                                     Depending on your choice
                                               of brawler forte, you may gain
                                             multiple features that allow you to
                      modify an attack by spending cheap shots. Only
         one such feature may modify each attack. For example, if you use the wide swing feature from the bouncer forte, you may not spend additional cheap shots to grapple with those attacks.

Fast Movement

Starting at 2nd level, you are light on your feet. Your speed increases by 10 feet while you aren’t wearing heavy armor or a shield.

Brawling Forte

At 3rd level, you gain a forte representing your personal talents and brawling techniques. The forte you choose grants you features at levels 3, 6, 10, 14, and 18.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

     Beginning at 5th level, you can attack twice, instead of
      once, whenever you take the attack action on your turn.

Force of Will

           Beginning at 6th level, you put your whole will behind
           every blow. Your unarmed strikes count as magical for
          the purpose of overcoming resistance and immunity to
              nonmagical attacks and damage.

Danger Sense

               By 7th level, you've taken enough knocks to learn
            how to avoid harm where possible. You have
             advantage on Dexterity saving throws against effects
           that you can see, such as traps and spells. To gain this
        benefit, you can’t be blinded, deafened, or incapacitated.

Improved Dirty Fighting

         Beginning at 11th level, when you attempt to grapple,
             shove, or disarm, you can expend a cheap shot to give
              the target disadvantage on their contesting check.
             In addition, you can shove or grapple creatures up to
            two sizes larger than yourself, and you no longer have
          disadvantage when attempting to disarm an opponent
       larger than you.

Awesome Blow

     Beginning at 13th level, your critical hits become more
        devastating. When you critically hit a creature with a
            melee attack, you may expend one cheap shot to
            automatically knock it prone and/or push it up to 10
               feet away from you (your choice).

Size-Up Opponent

                At 15th level, you have become so familiar with close
            quarters brawling that you intuitively sense the
              physical state of those you strike. Once per round,
              when you hit an opponent with a melee attack, you
               may choose to learn whether your opponent is near
                death (25% or less of its maximum hit points
              remaining), badly wounded (26-50%), winded
             (51-75%), or fresh (more than 75%).

Legendary Brawler

           At 20th level, your ability to keep your foes off-balance
          is legendary. You have advantage on athletics checks
             used in ability score contests.

             In addition, you can shove or grapple any creature
                  regardless of size.

Multiclassing

            Prerequisites. To qualify for multiclassing with the
        Brawler class, you must meet these prerequisites:
       13 Strength.
       Proficiencies. When you multiclass into the Brawler
        class, you gain the following proficiencies: Simple
          weapons, light armor, medium armor.

Brawler Fortes

As they become more experienced, brawlers develop different fighting maneuvers and specialties. A specific set of techniques is referred to as a "forte", which reflects a brawler's focus on mastering certain types of techniques.

Bruiser

While all brawlers are brutal and unorthodox fighters, bruisers take things a step further. Rushing headlong into combat, bruisers astonish combatants with ferocious charges, impacting their foes before they even have a chance to raise their weapons.

Charge

At 3rd level, you've developed a staggering charging technique. You may attempt to charge a creature by moving at least 15 feet in a straight line into their space and expending one cheap shot. You make an athletics check contested by the creature's athletics or acrobatics check (their choice). The creature must be no more than one size larger than you.

If you succeed, you push the creature back 5 feet. In addition, you may push them 5 additional feet for every 5 points your check is greater than theirs. If you move the creature any additional distance, you move with them so that you remain within 5 feet. If you fail or tie, you move 5 feet
               back to where you were before you moved into
                             the creature's space.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in intimidation (or another brawler class skill if already proficient) and can use strength for intimidation checks.

Eager Combatant

Beginning at 6th level, you are always ready and itching for a fight. You have advantage on initiative rolls.

Bull Rush

At 10th level, you charge with such ferocity that your opponents can't stay on their feet. When you successfully push a creature with a charge, you can spend an additional cheap shot to automatically knock them prone.

In addition, you can now charge creatures up to two sizes larger than you.

Charging Strike

Beginning at 14th level, after attempting to charge a creature, if your next attack during the same turn hits that creature, the attack deals an extra two brawl die in damage.

Living Avalanche

Beginning at 18th level, once per round, when you successfully push a creature with charge, you may spend two cheap shots to stun that creature until the beginning of your
                            next turn. In addition, you can charge any
                                         creature regardless of size.

Bouncer

Bouncers are adept at subduing multiple foes at once and employ techniques to control crowds. Powerful bouncers can even knock entire groups down with a single blow.

Wide Swing

Beginning at 3rd level, you attack in such a way to take down multiple foes. Once per round, when you target a creature with a melee attack, you may expend one cheap shot to target a second creature in range. You make a separate attack roll against each target.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in
                     intimidation (or another brawler class skill if
                         if already proficient) and can use strength
                                                   for intimidation checks.

Crowd Expertise

At 6th level, you become expert at handling crowds. You cannot be flanked and enemies no longer benefit from pack tactics (or similar abilites that rely on nearby allies) when targeting you.

Unyielding Swing

Beginning at 10th level, when you use the wide swing feature, you may choose to target all creatures within range, including any allies, with the attack.

Bouncer's Interruption

At 14th level, you learn to stop enemies in their tracks when they try to get around you. Whenever a creature moves to a space within 5 feet of you, you may use your reaction and expend one cheap shot to make a melee attack targeting that creature. If you hit, the creature must make a strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, their speed is reduced to 0 until the end of their next turn.

Toppling Bash

   Beginning at 18th level, when you use the wide swing or
     unyielding swing features, you may spend an additional
             two cheap shots. When you do so, creatures that are
                 hit by your attack must make a strength saving
                     throw (DC = 8 + your proficiency bonus + your
                             Strength modifier). On a failure, the creature
                                                                            is knocked prone.

Gladiator

Gladiators toe the line between trained fighter and unconventional brawler. They train themselves to wield shields and new kinds of weaponry, using those weapons to pin their foes, without needing to hold them down.

Pinning Strike

At 3rd level, you learn to use your weapons to pin your enemies in place. Once per round, when you target a creature with a melee or thrown weapon that deals piercing damage and before you roll to hit, you may choose to spend one cheap shot to attempt to perform a pinning strike. On a hit, your attack deals no damage, but the target is restrained. The targeted creature must be no more than one size larger than you.

Your weapon is used to restrain the target and can be removed as an action by making a strength check (DC 10). On a success, the creature is no longer restrained. While your weapon is restraining a target, it cannot be used for other attacks.

Trained Fighter

At 3rd level, you have trained to fight with conventional arms, though you retain your unorthodox style. You gain proficiency in tridents, short swords, nets, and shields.

Combat Performer

     At 6th level, your fighting style becomes a sight to behold.
  You gain proficiency in performance (or another brawler class skill if already proficient).

In addition, when you hit a creature with a melee attack, you may expend a cheap shot to grant a conscious creature you can see a number of temporary hit points equal to one roll of your brawl die + your proficiency modifier.

Piercing Strike

Beginning at 10th level, you may spend an additional cheap shot when using the pinning strike feature. When you do so, your attack deals half damage (rounded down) instead of none.

In addition, you can now use pinning strike on creatures up to two sizes larger than you.

Crowd Pleaser

At 14th level, your attacks become envigorating to your allies and other onlookers. When you use the combat performer feature to grant temporary hit points, you may spend an additional cheap shot to instead choose a number of creatures you can see up to your proficiency bonus. Each creature gains the temporary hit points.

Masterful Pierce

Beginning at 18th level, when you use the piercing strike feature, your attack deals its full damage instead of half. In addition, you can now use pinning strike on any creature regardless of size.

Steelbreaker

Masters of taking down heavily-armored knights and beasts with thick hide, steelbreakers specialize in tearing down defenses. Ripping or crushing even the thickest armor, these brawlers leave their foes completely vulnerable.

Rend Armor

At 3rd level, you develop a technique to puncture, tear off, smash, or otherwise destroy armor. Once per round, when you hit a creature with a melee attack, you may expend one cheap shot to reduce their AC by 2.

This feature works against natural or worn armor. Each creature can only be affected by this feature once, and a creature's AC can only be reduced to a minimum of 10 + their dexterity modifier. In addition, this feature, as well as "deep rend" and "great rend", do not destroy magical armor or shields, but can still reduce the AC of creature's wearing magic armor if they have other sources of AC that can be rent, such as nonmagical or natural armor.

Anti-Armor Implements

                                              At 3rd level, you expand your
                                           knowledge of weaponry used to tear
                                            apart defenses. You gain proficiency
                                           in martial weapons.

Defensive Insight

                                        At 6th level, you learn to quickly
                                         identify your opponents defenses so
                                         you can tear them down. Once per
                                             round, you can identify a creature's
                                            AC and the components of their AC
                                            (no action required). For example,
                                              you can learn that a wild creature
                                               has an AC of 15 from its natural
                                                armor or that a particular warrior
                                             has an AC of 20 from its plate
                                        armor and shield.

                                   It is up to the DM's discretion if a
                                       creature's source of protection is
                                       inconspicuous and unable to be
                                       discerned through this feature. For
                                       example, you might be unaware of a
                                       ring of protection or tricked by an
                                       illusion.

Deep Rend

                              Beginning at 10th level, your rends can
                        destroy armor more thoroughly. A creature can
                       be affected by your rend armor feature twice,
                     reducing their AC by 4 total.

                In addition, when you reduce a creature's AC with
                 the rend armor feature, the attack deals additional
            damage equal to one roll of your brawl die.

Sunder

  At 14th level, you expand your destructive capabilities to weapons. When a creature hits you with a melee attack, you may use your reaction and expend a cheap shot to attempt to sunder the triggering weapon. You make an athletics check contested by your opponent's athletics or acrobatics (their choice). If you win, attacks with that weapon have disadvantage until repaired or healed.

This feature works against manufactured or natural weapons, but does not work against magical weapons. In the case of natural weapons, the effects of sunder end after the affected creature completes a long rest.

Great Rend

At 18th level, your ability to rend metal and hide alike becomes terrifyingly potent. When you use the rend armor to reduce an enemy's AC a second time, you may spend one additional cheap shot to reduce the target's AC by 1 more (total reduction of 5 from both uses of rend armor).

A creature affected by great rend cannot have their AC reduced by further uses of rend armor, and a creature's AC can only be reduced to a minimum of 10 + their dexterity modifier.

Victor

Victors are charismatic brawlers who inspire valor and courage in their allies. Often champions of the common folk, victors use their abilities to protect and motivate those they fight for.

Rally

Beginning at 3rd level, you encourage your allies in the midst of combat. You may use your bonus action and expend a cheap shot to allow an ally to immediately make a weapon attack or unarmed strike as a reaction. If the attack hits, it deals additional damage equal to your brawl die + your charisma modifier.

Heroic Presence

Beginning at 3rd level, you carry a heroic, confidence-inspiring presence about you. You gain proficiency in persuasion (or another brawler class skill if already proficient).

In addition, to determine your maximum hit point increase from brawler levels, you may use charisma in place of constitution.

Courageous Fighter

Beginning at 6th level, you are immutably brave, inspiring fervor in your allies. You are immune to the frightened condition.

In addition, when you hit a creature with a melee attack, you may expend a cheap shot to grant a conscious creature you can see a number of temporary hit points equal to one roll of your brawl die + your proficiency modifier.

Motivating Shout

At 10th level, you learn to imbue your allies with renewed vigor by shouting inspiration. Once per short rest, as a bonus action, you may spend two cheap shots to grant all allies you can see a bonus to attack and damage rolls equal to your charisma modifier. This bonus lasts until the beginning of your next turn.

Crowd Pleaser

At 14th level, your attacks become envigorating to your allies and other onlookers. When you use the combat performer feature to grant temporary hit points, you may spend an additional cheap shot to instead choose a number of creatures you can see up to your proficiency bonus. Each
     creature gains the temporary hit points.

Inspiring Rally

                            Beginning at 18th level, when you use the
                                      rally feature, the target creature has
                                                advantage on the attack rolls until
                                                      the end of its next turn.

Venomfist

Whether due to alchemical accident, the nature of your race, or through some other means, your attacks are infused with venom. You are able to poison your foes with a touch, leaving them weak and faltering.

Venom Strike

At 3rd level, you learn to use your innate venom to harm your foes. Once per round, when you hit a creature with an unarmed strike, you may spend a cheap shot to deal extra poison damage equal to your brawl die + your Constitution modifier.

Intimidating Technique

Beginning at 3rd level, your fighting technique and intense demeanor alarm those around you. You gain proficiency in intimidation (or another brawler class skill if already proficient).

Poisoned Blood

Beginning at 6th level, the venom coursing through your body grants you resistance to poison damage and immunity to the poisoned condition.

Toxins

At 10th level, your venom becomes particularly impairing. When you use the venom strike feature, you may spend an additional cheap shot to make the target creature poisoned. At the end of each of its turns, a poisoned creature may attempt a constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a success, the creature is no longer poisoned.

Flowing Blight

Beginning at 14th level, your toxins weaken your opponents. Creatures that are poisoned by your "toxins" feature deal half damage on attacks that use strength.

Paralyzing Venom

At 18th level, your venom becomes extremely deadly. Once per round, when you hit a creature with an unarmed strike, you may spend two cheap shots to attempt to paralyze the target creature. The creature must make a constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, the creature is paralyzed until the beginning of your next turn.

Brute

Brutes are exceptionally durable individuals who brush aside even the most earth-shattering attacks. Adding on layers of protection to their already formidable forms, brutes become an unshaking barricade against their foes.

Armor Deflection

At 3rd level, you learn to use your armor to preemptively knock aside blows before they would have hit you. When you are the target of a melee attack from a creature you can see, you may use your reaction and spend one cheap shot to
     reduce their attack roll by one roll of your brawl die. You
                   must be wearing medium or heavy armor to use
                                                                             this feature.

Heavy Brawler

At 3rd level, when you choose this forte, you learn to wear heavy armor without inhibiting your brawling techniques, granting you the following benefits:

  • You have proficiency in heavy armor
  • You can benefit from the "fast movement" feature while wearing heavy armor.

Steady Stance

Beginning at 6th level, at the end of each of your turns, if you have moved 15 feet or less, you are immune to being knocked prone or moved against your will (you can still be teleported) until the beginning of your next turn.

Brutish Durability

       At 10th level, you become exceptionally adept at resisting
        physical threats. When you fail a strength, dexterity, or
          constitution saving throw, you may expend a cheap shot
             to add one roll of your brawl die to the result.

Living Bulwark

                       At 14th level, you learn a technique to form a
                       blockade of just you and your armor by setting
                        your stance and preparing for enemies to
                        advance. On your turn, you may spend 20 feet
                         of movement and expend one cheap shot to
                              become a living bulwark until the beginning
                                 of your next turn. Your living bulwark form
                                 ends if you move, are forced out of your
                                current position, or are grappled, prone,
                              restrained, or incapacitated.

                           While you are a living bulwark, when a
                              creature starts their turn within 5 feet of you
                            or moves to within 5 feet of you, you may
                           force them to make an athletics or acrobatics
                            check (their choice, DC = 8 + your proficiency
                             bonus + your Strength modifier). On a
                                 failure, their speed is reduced to 0 until
                                     the beginning of their next turn.

Forceful Deflection

                                        At 18th level, you brutishly counter
                                      those who dare strike you. When you
                                     use the armor deflection feature to
                                     successfully prevent an attack that
                                    would have hit you, you may spend an
                                    additional two cheap shots. When you do
                                  so, the creature that attacked you must
                                      make a constitution saving throw (DC =
                                          8 + your proficiency bonus + your
                                          Strength modifier). On a failure, that
                                        creature is stunned until the end of
                                      their next turn.

The Brawler

A martial class for those like punching without monk mysticism. Throw your opponents off balance and knock them out with seven Brawler fortes: the Bruiser, Bouncer, Gladiator, Steelbreaker, Victor, Venomfist, and Brute.

Art Credits:
Page 2: Pathfinder Monk by Jordan Kerbow
Page 4: Epic Confrontation by Wayne Reynolds
Page 5: Golden Punch by Wan Yun
Page 6: Savage Punch by Wesley Burt
Page 7: The Bar by Artur Fast
Page 8: Gladiator by Artem Khorchev
Page 9: Fall of Gods by Jan Ditlev
Page 10: Arena Athlete by Jason Chan
Page 11: Tainted Strike by James Ryman
Page 12: Lizard Warrior by Veli Nystrom
Page 13: Practice by Wen Yi

See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.