Brawler (5e Class)
Brawler
"A Rough-and-Tumble human stumbles out of the way of a heavy fist rushing their way. She smirks as she swipes a bottle from the table behind her and smashes it over her attacker's head."
"A wiry Half-elf catches a throwing knife just inches from his chest. Using the knife, he digs into the sand flings it up at his opponent, blinding them for a little while."
"A stocky Half-orc charges through a hall of Skeletons, wildly swinging at each undead enemy he gets the chance to, knocking skulls off of bodies left and right."
Scrappy Fighters
Masters of unrestricted combat, Brawlers revel in fighting dirty and decimating their opponent by fighting with every advantage they have. Many brawlers rely on heavy unarmed strikes and forcing the enemy into an unfair battle. However, it is not uncommon for them to use any weapon at their disposal to get the job done.
Creating a Brawler
Kess the Brawler, by Wayne Reynolds. |
How did you learn to fight the way you do? Were you trained by holy men high up on a mountain? Did you learn from fending off your alcoholic father's drunken rages? Did you grow up in the slums and are more self-taught?
- Quick Build
You can make a brawler quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Gladiator background.
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per brawler level after 1st
- Proficiencies
Armor: Light armor
Weapons: Improvised weapons, Simple Weapons, Unarmed strikes
Tools: None
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose two from Intimidation, Athletics, Perception, Acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon or (c) brass knuckles
- (a) explorer's Pack or (b) dungeoneer's Pack or (c) entertainer's Pack
- Sling
- If you are using starting wealth, you have 3d4x5 gp in funds.
Level | Proficiency Bonus | Features | Unarmed Damage |
---|---|---|---|
1st | +2 | Unarmed Combat, Unarmed Defense | 1d6 |
2nd | +2 | Brute Force | 1d6 |
3rd | +2 | Gut Feeling, Brawling Style | 1d6 |
4th | +2 | Ability Score Improvement, Bottle Bash | 1d6 |
5th | +3 | Extra Attack | 1d8 |
6th | +3 | Weapon Familiarity | 1d8 |
7th | +3 | Heroic Save | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Tavern Reflexes | 1d8 |
10th | +4 | Parting Strike | 1d10 |
11th | +4 | Swift Fists | 1d10 |
12th | +4 | Ability Score Improvement, Desperate Fists | 1d10 |
13th | +5 | Crippling Blow | 1d10 |
14th | +5 | Stubborn Mind | 1d10 |
15th | +5 | Reversal | 1d12 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Relentless Rush | 1d12 |
18th | +6 | Desperate Fists (2) | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Brawling Mastery | 1d12 |
Unarmed Combat
Your unarmed strikes do 1d6 + your Strength Modifier. At level 5, Unarmed strikes deal 1d8 damage, 1d10 at level 10, and 1d12 at level 15.
Unarmored Defense
While not wearing armor your AC is equal to 10 + Your Dexterity Modifier + your Constitution Modifier.
Brute Force
At level 2 you gain the ability to leverage your body to exploit weaknesses in your opponent's form. When making a Shove attack, you gain advantage on the Athletics check needed to successfully shove the target.
Gut Feeling
You have a good sense of when the atmosphere of a room changes. You gain advantage on Insight Checks to see if someone is lying or plans to attack you.
Brawling Style
At Level 3, you may pick one of two brawling styles: Fighting Dirty or The Honorable Fist. You gain benefits from this style at levels 3, 6, 9, 12, and 15.
Bottle Bash
At level 4 after you drink a potion or other liquid (provided it is in a glass bottle), as the same action you may throw the bottle (at a range of 15/60 feet) for 1d4 bludgeoning damage. On a critical hit, you gain an extra 1d4 piercing damage on top of the additional critical bonus.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Familiarity
At level 6, you have been around enough weapons to know how to get used to all of them. You are proficient in Martial weapons.
Heroic save
Starting at 7th level, If a teammate fails a Dexterity save, you can Roll a Dexterity Save of your own to save them. If you fail the save, you also become affected. This can be used three times per long rest.
Tavern Reflexes
You are no stranger to having things hurled at you from across the way. Starting at Level 9, You may use a reaction to catch a physical ranged attack. Make a Dexterity Saving throw equal to the attack roll. If you succeed, you catch the object, and reduce its damage by 1d10 + your strength modifier.
Parting Strike
Starting at level 10, When you are reduced to 0 Hit Points, you may make one last melee strike against an adjacent enemy before falling unconscious.
Swift Fists
Throwing punches is your bread and butter. At level 11, you may use a bonus action to make an additional unarmed strike.
Desperate Fists
At level 12, when you are damaged to below half your maximum Hit Points, your Fight or Flight mode goes into overdrive, giving you an additional unarmed damage die to your unarmed damage rolls. This increases to two dice at level 18.
Crippling Blow
Starting at level 13, when you land a critical hit, you may enact one of the following effects on the target
- The creature's movement is reduced to 0 until the start of its next turn.
- The creature cannot take reactions until its next turn.
- The creature is knocked prone.
Stubborn Mind
You refuse to die like this. At level 14, you gain advantage on your first death save once every long rest .
Reversal
At level 15, you may use your reaction to attempt to Reverse a creature's melee strike. You must roll a Strength save higher than their attack roll. If you meet or go above their attack roll, you can flip them over you, leaving them prone until their next turn. You may use this feature three times per long rest.
Relentless Rush
At level 17, you may use your action to move up to your normal movement speed. During this movement, you may attack any creature within melee with advantage. On a hit, the creature cannot make an attack of opportunity against you if you move out of its melee range. You must take a long rest before using this feature again.
Brawling Mastery
At level 20, You have mastered the art of brawling, and gain the following benefits
- Your AC increases by 2.
- You gain an additional damage dice to all critical hits.
- Improvised weapons gain an additional +5 to damage.
Ability Score Increase
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.
Brawling Styles
Dirty Fighting
This depends on your upbringing more than anything else, in this you are self-taught in some way
- Pocket Sand
At 3rd level, if you have some sand or dirt in your inventory or ground you can expend a bonus action to force the target to roll a Dexterity saving throw equal to 8 + proficiency modifier + Strength modifier. if the target fails they have disadvantage on attack rolls and Dexterity saving throws for one round
- Sucker Punch
Starting at 6th level, when you roll a critical hit on an unarmed or bludgeoning attack, the target must make a Constitution saving throw equal to 8 + proficiency modifier + Strength modifier or become stunned until the end of their next turn.
- Grapple
You have learned best how to Lock an enemy into your arms. Starting at 9th level, enemies have disadvantage against Athletics or Acrobatics checks against being grappled by you.
- Brutality
Starting at 12th level, rolling a 19 or 20 on attack rolls are critical hits.
- Roar
Starting at 15th level, you may expend your action to let out a primal roar. All creatures within a 20-foot radius must make a Charisma saving throw equal to 8 + proficiency modifier + Strength modifier or become frightened by you for one minute. The creature may make another Charisma saving throw at the end of their turn to resist the frightened condition. You must take a long or short rest in order to use this feature again.
The Honorable Fist
This depends on your upbringing more than anything else, in this you are trained.
- Helping Hand
At 3rd level, You may expend your bonus action to help up a willing creature who is prone.
- Fighting Stance
At 6th level, when you take the dodge action, enemies will gain disadvantage against attempts to grapple or shove you, in addition to normal attacks.
- Disarming Smile
At 9th level, your honest demeanor becomes more apparent to strangers. Once per day, you may gain advantage on persuasion checks for an hour against neutral or friendly creatures.
- Revitalizing Vigor
At 12th level, you may use an action to motivate your team. Any ally within 30 feet of you gains 2d10 temporary Hit Points for an hour. You must take a long rest before using this feature again.
- Unmovable object
At 15th level, you may use this feature to gain immunity to becoming grappled or prone for up to thirty seconds. You must take a long rest before you can use this feature again.
Multiclassing
Prerequisites. To qualify for multiclassing into the Brawler class, you must meet these prerequisites: Strength 13, Dexterity 13, Constitution 13
Proficiencies. When you multiclass into the Brawler class, you gain the following proficiencies: Intimidation, Athletics
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