brawler 5e

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The Brawler The brawler is a master of hand-to-hand combat. They are street toughs, pit fighters, martial artists, pugilists, wrestlers and sometimes even gladiators. They use their formidable size and strength as a weapon, dealing blows with their fists, elbows and knees that could break a man’s skull. Any man can kill with a sword, but to kill with your hands is much more personal. It is an art. Class Features As a Brawler, you gain the following class features. Hit Points Hit Dice: 1d10 per brawler level Hit Points at 1st level: 12 + your Constitution modifier Hit Points at Higher levels: ld12 (or 7) + your Constitution modifier per brawler level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: Herbalist Kit Saving Throws: Strength, Dexterity Skills: Choose three from Acrobatics, Athletics, Intimidation, Medicine, Perception and Performance and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: 1) Two handaxes 2) Any simple weapon 3) A dungeoneer’s pack or an explorer’s pack Table: The Brawler Lev Proficiency Hand-to- Toughness Class Abilities

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The BrawlerThe brawler is a master of hand-to-hand combat. They are street toughs, pit fighters, martial artists, pugilists, wrestlers and sometimes even gladiators. They use their formidable size and strength as a weapon, dealing blows with their fists, elbows and knees that could break a mans skull. Any man can kill with a sword, but to kill with your hands is much more personal. It is an art.

Class FeaturesAs a Brawler, you gain the following class features.

Hit PointsHit Dice: 1d10 per brawler levelHit Points at 1st level: 12 + your Constitution modifierHit Points at Higher levels: ld12 (or 7) + your Constitution modifier per brawler level after 1st

ProficienciesArmor: Light armorWeapons: Simple weaponsTools: Herbalist KitSaving Throws: Strength, DexteritySkills: Choose three from Acrobatics, Athletics, Intimidation, Medicine, Perception and Performance and Stealth.

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

1) Two handaxes 2) Any simple weapon3) A dungeoneers pack or an explorers pack

Table: The BrawlerLevelProficiency BonusHand-to-HandToughness PointsClass Abilities

1st +21d6-Unarmored Defense, Hand-to-Hand Combat

2nd+21d62Toughness

3rd +21d62Fighting Style, Stay Conscious

4th +21d62Ability Score Improvement (or Feat)

5th +31d63Extra Attack, Knockout

6th +31d63Brawler Archetype Feature, Shake it Off

7th +31d64Hardened

8th +31d64Ability Score Improvement (or Feat)

9th +41d65Brutal Critical

10th +41d65Shake it Off Improvement

11th +41d86Brawler Archetype Feature

12th +41d86Ability Score Improvement (or Feat)

13th +51d87XXX

14th +51d87Shake it Off Improvement

15th +51d88Brawler Archetype Feature

16th +51d88Ability Score Improvement (or Feat)

17th +61d109XXX

18th +61d109XXX

19th +61d1010Ability Score Improvement (or Feat)

20th +61d1010XXX

Unarmored DefenseBeginning at 1st level, you know how to use your size, strength and speed as a defense against foes. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Hand-to-Hand CombatBeginning At 1st level, your practice of martial arts gives you mastery of fighting styles that use unarmed strikes or simple weapons.

You gain the following benefits while you are unarmed or wielding only simple weapons and you arent wearing armor or wielding a shield:

You can use Constitution instead of Strength for the attack and damage rolls of your unarmed strikes and simple weapons. You can roll a d6 in place of the normal damage of your unarmed strike or simple weapon. This die changes as you gain brawler levels, as shown in the Hand-to-Hand column of the Brawler table. When you use the Attack action with an unarmed strike or a brawler weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

ToughnessStarting at 2nd level, your training allows you to harness the mystic energy of toughness. Your access to this energy is represented by a number of toughness points. Your brawler level determines the number of points you have, as shown in the Toughness Points column of the brawler table.

You can spend these points to fuel various toughness features. You start knowing three such features: Flurry of Blows, Solid Defense, and Break Free. You learn more toughness features as you gain levels in this class. When you spend a toughness point, it is unavailable until you finish a short or long rest, at the end of which you recover all of your expended toughness points.

Some of your toughness features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows:

Toughness save DC = 8 + your proficiency bonus + your Strength modifier (unless otherwise specified)

Flurry of BlowsImmediately after you take the Attack action on your turn, you can spend 1 toughness point to make two hand-to-hand strikes as a bonus action.

Knock AsideAs a bonus action during your attack you can spend 1 toughness point to also move an opponent five feet (plus five feet per four additional levels) in a direction of your choosing and knock them prone unless they make a Dexterity or Strength save (their choice).

Break FreeYou can spend 1 toughness point to take the Disengage action as a bonus action on your turn.

BrawnYou can spend 1 toughness point to gain advantage on a Strength check.

Stay ConsciousStarting at 3rd level, you can spend a toughness point on your turn to reroll a failed death save.

KnockoutStarting at 5th level, you can knock a foe of equal or lesser size unconscious with a single punch. When you hit another creature with a hand-to-hand attack, you can spend 1 toughness point to attempt a knockout. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + Strength bonus) or be stunned until the end of your next turn.

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

Shake it OffAt 6th level, as an action you may regain 1d12 + your brawler level in hit points. You must finish a short rest before you can perform this action again. At 10th level, you can spend a toughness point to either reroll the d12 and choose the best result. At 14th level, you can spend a toughness point to reroll a failed Strength, Dexterity or Constitution save.

HardenedAt 7th level, the brawler has become hardened to the fists and blows of many simple weapons. You gain resistance to bludgeoning damage.

Brutal CriticalAt 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Fighting Style ArchetypesChoose one archetype below to represent your style and combat abilities.

PugilistThe pugilist is a professional, technical fighter who specializes in unarmed strikes. There are professional leagues of these boxers who fight for sport, wealth and fame.

Pounding BlowsAt 3rd level, when the Pugilist makes unarmed strikes (but not with any weapons), they may add their Constitution bonus to the damage inflicted, in addition to their Strength bonus.

Exceptional TrainingBeginning at 7th level, on any of your turns when your beast companion doesnt attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

Bestial FuryStarting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.

If using the above optional rule for companion actions, instead of gaining extra attacks, your pet instead gains the Tough feat.

BeastbondYour beastbond comes as one of the following options (choose one).

Share Spells. Beginning at 15th level,

WrestlerThe wrestler focuses on grappling and using their great size and strength to hinder opponents.

Improved GrapplingAt 3rd level, when you make an attack action, you can attempt a grapple as a bonus action.

Greater GrapplingAt 7th level, you can grapple creatures up to two sizes larger than you.

Master GrapplerAt 11th level, you have Advantage on all grapple checks and checks to escape grapples.

Evasive ManeuversAt 15th level, you are treated as one size larger for the purpose of escaping grapple holds. For example, as a medium creature you are treated as large, and can automatically escape grapples from other medium creatures on your turn. You cannot automatically escape being grappled by a larger creature, such as a giant.

Martial ArtistMartial Artists are brawlers who have dedicated themselves to rigorous physical training, studies of anatomy and mind over body training. Martial artists study techniques that have been passed down and perfected over thousands of years, culminating in highly efficient and deadly forms of combat.

Combat StyleAt 3rd level, choose one type of martial art style from the below list.

Striking: Your hand-to-hand strikes are especially deadly and have a critical threat range of 19-20.Defensive: You gain a +1 bonus to AC.Weaponry: You can use any non-heavy weapons as part of your hand-to-hand attacks, using the weapons base damage or your hand-to-hand, whichever is greater.

Terrain DefenseAt 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Bond with the LandAt 11th level, the warden can gain advantage on all attacks made in a single round provided they are within their favored terrain. This ability can be used once per short rest.

Uncanny DodgeAt 15th level, when an attacker that you can see hits you with an attack, you can use your reaction tohalve the attacks damage against you.

New Brawler Feats

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