1415089-Brawler (Homebrew Class)

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Brawler Class for 5e D&D


(Homebrew Class)

Created by
Scott Sampson
Youtube: Scontent
Twitter: @PokeMasterScott

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content
Agreement for Dungeon Masters Guild.
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The Brawler
Level Proficiency Bonus Brawling Flexes Features
1st +2 1d4 - Unarmored Defense, Brawling
2nd +2 1d4 2 Martial Prowess, Flexible Fighting
3rd +2 1d4 3 Regimen, Brawler's Flurry
4th +2 1d4 3 Ability Score Improvement, Adaptable Style
5th +3 1d6 3 Extra Attack, Knockout Punch (x1)
6th +3 1d6 4 Brutal Strikes, Regimen Feature
7th +3 1d6 4 Flexible Fighting (x2)
8th +3 1d6 4 Ability Score Improvement
9th +4 1d6 4 Size Up
10th +4 1d6 4 Knockout Punch (x2)
11th +4 1d8 4 Regimen Feature
12th +4 1d8 5 Ability Score Improvement
13th +5 1d8 5 Flexible Fighting (x3)
14th +5 1d8 5 Knockout Punch (x3)
15th +5 1d8 5 Herculean Punch
16th +5 1d8 5 Ability Score Improvement
17th +6 1d10 6 Regimen Feature
18th +6 1d10 6 Improved Herculean Punch
19th +6 1d10 6 Ability Score Improvement
20th +6 1d10 6 Flexible Fighting (Unlimited)

Brawler

F
ocusing on unarmed combat and improvised Skills: Choose two from Athletics, Acrobatics, Insight,
weapons, the brawler is a frontline attacker that Intimidation, Perception, and Survival
foregoes armor and traditional weapons to hone Equipment
the power of their body. Brawlers are versatile You start with the following equipment, in addition to the
and adapt quickly in combat to different equipment granted by your background:
situations through temporarily adopting feats.
(a) a simple melee weapon and a shield or (b) two simple
weapons
Class Features (a) two handaxes or (b) any simple melee weapon
As a brawler, you gain the following class features. (a) a dungeoneer's pack or (b) an explorer's pack
Leather armor
Hit Points
Hit Dice: 1d10 per brawler level Unarmored Defense
Hit Points at 1st Level: 10 + your Constitution modifier While you are not wearing any armor, your Armor Class
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution equals 10 + your Dexterity modifier + your Constitution
modifier per brawler level after 1st modifier. You can use a shield and still gain this benefit.
Proficiencies Brawling
Armor: Light armor, shields
Weapons: Simple weapons, improvised weapons, At 1st level, your rough-and-tumble fighting style has made
shortswords you a specialist in fighting with unarmed strikes and
Tools: None improvised weapons.
Saving Throws: Strength, Constitution You gain the following benefits while you are unarmed or
wielding only brawler weapons and you aren't wearing armor:

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You can use Dexterity instead of Strength for the attack Adaptable Style
and damage rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your Beginning at 4th level, you can use a bonus action to spend
unarmed strike or improvised weapon. This die changes one of your flexes to temporarily adopt a particular style of
as you gain brawler levels, as shown in the Brawling fighting for up to 1 minute or until you use choose to end it.
column of the Brawler table Choose one of the following options. You may only possess
When you use the Attack action with an unarmed strike or one fighting style from this feature at any given time.
a brawler weapon, you can make one unarmed strike as a
bonus action. Archery
You gain a +2 bonus to attack rolls you make with ranged
Brawler weapons are shortswords, improvised weapons, weapons.
and simple melee weapons that don't have the heavy or two-
handed property. Defense
While you are wearing armor, you gain a +1 bonus to AC.
Martial Prowess
Beginning at 2nd level, if your Dexterity or Strength score is Dueling
less than 13, it counts as 13 for the purpose of meeting the When you are wielding a melee weapon in one hand and no
prerequisites of feats. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Flexible Fighting
Great Weapon Fighting
Starting at 2nd level, you can use a bonus action to flex your When you roll a 1 or 2 on a damage die for an attack you
combat style and temporarily gain a feat. While flexing, you make with a melee weapon that you are wielding with two
gain the benefits of one feat of your choice listed on the hands, you can reroll the die and must use the new roll, even
Brawler Feats table so long as you are not wearing heavy if the new roll is a 1 or a 2. The weapon must have the two-
armor and meet the prerequisites for the feat. handed or versatile property for you to gain this benefit.
Your flex last for 1 minute and ends early if you are
knocked unconscious. You can also end your flex on your turn Protection
as a bonus action. When a creature you can see attacks a target other than you
Once you have flexed the number of times shown for your that is within 5 feet of you, you can use your reaction to
brawler level in the Flexes column of the Brawler table, you impose disadvantage on the attack roll. You must be wielding
must finish a long rest before you can flex again. a shield.
The number of feats you may take when you use this
feature increases to two when you reach 7th level, three when Two-Weapon Fighting
you reach 13th, and an unlimited number when you reach When you engage in two-weapon fighting, you can add your
20th level in this class. ability modifier to the damage of the second attack.
Regimen Extra Attack
When you reach 3rd Level, you adopt a training regimen to Beginning at 5th level, you can attack twice, instead of once,
further hone your skills and specialize your brawling style. whenever you take the Attack action on your turn.
Choose from the regimens detailed at the end of the class
description. The regimen you choose grants you features at Knockout Punch
3rd, 6th, 11th and 17th Levels.
Starting at 5th level, when you hit another creature with an
Brawler's Flurry unarmed strike, you can choose to attempt a knockout punch.
The target must succeed on a Constitution saving throw
Starting at 3rd level, when you take the Attack action on your versus your Punch Save DC or be knocked unconscious for
turn and use only unarmed strikes, you can make 2 unarmed 1d4 rounds. The unconscious target can repeat the saving
strikes as a bonus action. throw at the end of each of its turns. Once you attempt to use
this feature, you must finish a long rest before you can
Ability Score Improvement attempt it again.
When you reach 4th level, and again at 8th, 12th, 16th, and The number of times you may attempt to use this feature
19th level, you can increase one ability score of your choice increases to two when you reach 10th level, and three when
by 2, or you can increase two ability scores of your choice by you reach 13th level in this class.
1. As normal, you can't increase an ability score above 20 Punch save DC = 8 + your proficiency bonus + your Strength
using this feature. or Dexterity modifier (your choice)
Unsparing Strikes
Starting at 6th level, your unarmed strikes and improvised
weapon attacks count as magical for the purpose of
overcoming resistance and immunity to non-magical attacks
and damage.

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Size Up Drunken Flexibility


At 9th level, as a bonus action, you can make a Wisdom Starting at 6th level, you have developed a working
(Insight) check against a creature you can see that isn't knowledge of many obscure topics through sharing stories
incapacitated, contested by the target's Charisma (Deception) and drinks in many places with people of all kinds. If any of
check. If you succeed, you can roll one additional brawling your ability scores are less than 13, they count as 13 for the
damage die when dealing damage with an unarmed strike or purpose of meeting the prerequisites of feats.
brawling weapon. Additionally, when you use your Flexible Fighting feature,
This benefit lasts for 1 minute or until you successfully use you may now take feats that are not listed on the Brawler
this feature against a different target. Feats table. You must still meet all the prerequisites for the
selected feat.
Herculean Punch Inebriation Armor
Starting at 15th level, you can use the Attack action to make a Beginning at 11th level, your love of the drink has given your
Special melee Attack, a powerful cross-punch thrown from a body a natural numbing factor that you can tap into at will.
jump. If you’re able to make multiple attacks with the Attack On your turn, you can use a bonus action to expend a flex to
action, this Attack replaces all of them. give yourself resistance to bludgeoning, piercing, and slashing
The target of your special attack must be no more than one damage for 1 minute. This effect can be ended early as a
size larger than you and must be within your reach. Make an bonus action.
unarmed attack against the target. If the attack is successful,
the target takes damage and must make a Strength saving Improvised Weapon Mastery
throw versus your Punch save DC or be pushed up to 10 feet At 17th level, when you hit a target with a melee weapon
away from you and knocked prone. attack using an improvised weapon, you can choose to break
If the target hits an object, surface, or another creature the weapon on the target. By doing this, the improvised
when pushed back, both the target and the hit creature, weapon is considered broken and no longer usable for
object, or surface take 1d6 bludgeoning damage. combat. If you choose to do this, the attack becomes a critical
hit.
Improved Herculean Punch
Beginning at 18th level, your herculean punch can be used Ruffian
against targets of any size. The regimen of the ruffian is for the brawlers who are
products of the harsh and unforgiving environments found in
the civilized world. Many brawlers pursuing this regimen had
Regimens rough upbringings in the slums of large cities where they had
Though all brawlers possess unconventional fighting to fight for scraps, others are scarred veterans of pit fighting
prowess, they come from a variety of different walks of life rings. Despite being dealt a bad hand, brawlers of the ruffian
and choose many different paths. The regimen you choose regimen have fought tooth and nail to get where they are
will determine what sort of skills you will acquire as you today.
progress as a brawler.
Cheap Shots
Reckless Drunkard When you choose this regimen at 3rd level, you learn a
collection of cheap shots that you can use to try and gain the
The reckless drunkard is a brawler that finds themself most upper hand in a fight. Using the Attack action, you can make
at home in a tavern and most comfortable while holding a a special melee attack to attempt one of the cheap shots
mug full of ale. Fortunately for them, their alcohol-fueled listed below. If you’re able to make multiple attacks with the
stupors numb them to damage and bolster their creativity to Attack action, this Attack replaces one of them.
give them access to a wider range of feats. This special attack does no damage but is considered an
unarmed strike for the purpose of your Brawling and
Caution to the Wind Brawler's Flurry features. You are not required to make an
At 3rd level, when you make your first attack on your turn, attack roll, instead your cheap shots require your target to
you can decide to attack recklessly. Doing so gives you make a saving throw to resist their effects. Your cheap shots
advantage on all melee weapon attack rolls during that turn, use your Punch save DC.
but attack rolls against you are rolled with advantage until the Ear Smack. With a quick strike to the ear, you throw your
beginning of your next turn. target off balance for a short time. Your target must make a
Additionally, when using your object interaction on your Dexterity saving throw or they will have disadvantage on skill
turn or the Use an Object action to drink a potion, you may checks until the beginning of your next turn. The target is
consume a second potion at the same time as a free action. immune to this effect if it is immune to bludgeoning damage
You may use this feature only once per turn. Beware that or it doesn't have ears.
drinking potions in this way can sometimes result in Groin Shot. With a shot below the belt, you cripple a
unpredictable consequences (DM's discretion, see Potion target's movement. Your target must make a Constitution
Miscibility table on DMG 140). saving throw or their movement will be halved on their next
turn. The target is immune to this effect if it is immune to
bludgeoning damage or doesn't have a groin.

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Throw Sand. You scoop up loose sand or dirt from the Weaponized Shield
ground and throw it into a target's eyes. Your target must At 6th level, you can treat any shield you are holding as an
make a Dexterity saving throw or they will have disadvantage improvised melee weapon with the thrown property. The
on attack rolls until the beginning of your next turn. The shield has a normal range of 15 feet and a long range of 30
target is immune to this effect if it doesn't have eyes or feet. On a hit, the shield is considered a brawler weapon and
doesn't require them to see. does damage corresponding to your brawling damage die.
You may use a ranged or melee shield attack in place of any
Frugal Fighter unarmed strikes for your Brawling and Brawler's Flurry
At 6th level, your experience fighting with limited resources features.
has taught you how to wield damaged weapons in a way just Immediately after your last ranged shield attack on your
as deadly as normal ones. You can ignore the broken property turn, it flies back to your hand.
of weapons and armor. For you, broken weapons and armor
function just as well as new ones. Magical weapons and Shield Skills
armor still lose their powers and abilities but retain any Beginning at 11th level, you can use attacks with your shield
bonuses to attack, damage, or armor class. as unarmed strikes for the purpose of your Knockout Punch
and Herculean Punch features. In addition, you can use your
Vicious Cheap Shots shield to make the following special attacks as described
Starting at 11th level, you gain access to these additional below. If you’re able to make multiple attacks with the Attack
cheap shots for use with your Cheap Shots feature. action, these attacks each only replace one of them.
Eye Gouge. With a quick jab to both of your target's eyes, Disarm. Using the Attack action, you can use your shield to
you render them blind temporarily. Your target must make a make a special attack to knock a weapon or another item
Constitution saving throw or they will be afflicted with the from a target's grasp. Instead of making an attack roll, you
blinded condition until the beginning of your next turn. The make a Strength (Athletics) check contested by the target’s
target is immune to this effect if it doesn't have eyes or Strength (Athletics) or Dexterity (Acrobatics) check (the
doesn't require them to see. target chooses the ability to use). If you win the contest, the
Sweep the Leg. You step into an opponent's space and target takes no damage but drops the item. You have
sweep their legs out from underneath them. Your target must disadvantage on the Strength (Athletics) check if the target is
make a Strength saving throw or they are knocked prone. larger than you or is holding the item with both hands.
The target is immune to this effect if it doesn't have legs or Shove. Using the Attack action, you can use your shield to
has the ability to hover. make a special attack to shove a creature, either to knock it
Throat Punch. You make a quick and precise jab to the prone or push it away from you. The target must be no more
throat to block your target's airway. Your target must make a than one size larger than you. Instead of making an attack
Dexterity saving throw or they won't be able to speak or cast roll, you make a Strength (Athletics) check contested by the
spells with verbal components until beginning of your next target’s Strength (Athletics) or Dexterity (Acrobatics) check
turn. The target is immune to this effect if it is immune to (the target chooses the ability to use). If you win the contest,
bludgeoning damage or doesn't have a throat. you either knock the target prone or push it 5 feet away from
you.
Sucker Punch Additionally, ranged attacks with your shield now ignore
At 17th level, your rogue-like fighting style has given you cover.
insight into how to exploit a foe's distraction. Once per turn,
you can deal an extra 5d6 damage to one creature you hit Paragon of Defense
with an unarmed strike. To do this there must be another At 17th level, whenever you take damage that would reduce
enemy of the target within 5 feet of it, that enemy must not be you to 0 hit points that wouldn't kill you outright, you can
incapacitated, and you cannot have disadvantage on the make a DC 10 Constitution saving throw. If you succeed, you
attack roll. drop to 1 hit point instead.
Each time you use this feature after the first, the base DC
Shieldsman increases by 5. When you finish a short or long rest, the DC
Shielded paragon brawlers are unarmed combatants that resets to 10.
specialize in using their shield as a lethal weapon. Through In addition, as a reaction, you can spend a flex to make this
careful practice, they have become experts in shield throwing saving throw on behalf of an ally within 5 feet of you that
as a means of attack. would be reduced to 0 hit points that wouldn't be killed
outright. If you succeed, they drop to 1 hit point instead.
Shield Master
Starting when you choose this regimen at 3rd level, you
permanently gain the Shield Master feat as well as the
benefit of the protection fighting style.
Protection Fighting Style. When a creature you can see
attacks a target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the attack
roll. You must be wielding a shield.

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Multiclassing Information
To qualify for the brawler class, you must meet the ability
score prerequisites for both your current class and your new
one. In addition, when you gain your first level in brawler, and
it is not your initial class, you gain only some of its starting
proficiencies. The information involving multiclassing into or
from brawler can be found in the Brawler Multiclass table.
Brawler Multiclass
Ability Score
Minimum Starting Proficiencies Gained
Strength 13 or Shields, simple weapons,
Dexterity 13 improvised weapons

Feats
Brawler's have the ability to tap into a large number of feats,
specifically ones associated with physical prowess and
performance. Listed below on the Brawler Feats table are the
feats that a brawler can tap into using their Flexible Fighting
feature.
Brawler Feats
Feat Name
Alert
Charger
Crossbow Expert
Defensive Duelist
Dual Wielder
Grappler
Great Weapon Master
Mage Slayer
Martial Adept
Mobile
Polearm Master
Savage Attacker
Sentinel
Sharpshooter
Shield Master
Tavern Brawler
Tough

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