Brawler (Berserk Supplement)
Brawler
Class Features
As a Brawler you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Brawler level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Brawler level after 1st
- Proficiencies
Armor: None
Weapons: 1 tier of other weapon tiers
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Constitution
Skills: Choose any two skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) three bags of ball bearings or (b) two vials of antitoxin or (c) one set of cold weather clothes or (d) one set of warm weather clothes
- any 1 equipment pack
Level | Proficiency Bonus | Martial Arts | Unarmored Movement | Features |
---|---|---|---|---|
1st | +2 | 1d4 | — | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | +5 ft. | Unarmored Movement |
3rd | +2 | 1d4 | +5 ft. | Brawler Build |
4th | +2 | 1d4 | +5 ft. | Ability Score Improvement, Rolling Fall |
5th | +3 | 1d6 | +5 ft. | Martial Arts improvement |
6th | +3 | 1d6 | +10 ft. | Extra Feat |
7th | +3 | 1d6 | +10 ft. | Brawler Builds feature |
8th | +3 | 1d6 | +10 ft. | Ability Score Improvement, Evasion |
9th | +4 | 1d6 | +10 ft. | Extra Attack |
10th | +4 | 1d6 | +15 ft. | Extra Feat |
11th | +4 | 1d8 | +15 ft. | Martial Arts improvement |
12th | +4 | 1d8 | +15 ft. | Ability Score Improvement |
13th | +5 | 1d8 | +15 ft. | Brawler Builds feature |
14th | +5 | 1d8 | +20 ft. | Extra Feat |
15th | +5 | 1d8 | +20 ft. | Extra Attack |
16th | +5 | 1d8 | +20 ft. | Ability Score Improvement |
17th | +6 | 1d10 | +20 ft. | Martial Arts improvement, Brawler Builds feature |
18th | +6 | 1d10 | +25 ft. | Extra Feat |
19th | +6 | 1d10 | +25 ft. | Ability Score Improvement |
20th | +6 | 1d10 | +25 ft. | Brute Force |
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain brawler levels, as shown in the Martial Arts column of the Brawler table.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Unarmored Movement
Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain brawler levels, as shown in the Brawler table.
Brawler Build
When you reach 3rd level, you commit yourself to a certain way of fighting such as the Tapasa or Tavern Brawler. Your build grants you features at 3rd level and again at 7th, 13th, and 17th level.
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.
Rolling Fall
Beginning at 4th level, you can use your reaction or bonus action when you fall to reduce any falling damage you take by an amount equal to five times your brawler level.
Extra Feat
At 6th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 10th, 14th, and 18th level.
Evasion
At 8th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 15th level.
Brute Force
At 20th, up to twice per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.
Tapasa
This subclass is typically restricted to those who are Kushan to some degree.
- Catch Projectile
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an unarmed strike for the attack, which has a normal range of 20 feet and a long range of 60 feet. If you do so, you can not make a reaction on your next turn.
- Armor-Piercing Knuckle
Starting at 7th level, your knuckles have been honed into an unfeeling knot capable of crushing plate armor. When you make an unarmed strike, you may spend your bonus action to increase your attack roll by 1d4.
- Disguising Size
At 13th level, beneath your large stature lies incredible nimbleness. You can take the dodge, dash, and disengage actions as bonus actions.
- Giant
At 17th level, your Tapasa training has transformed you into the ultimate assassin. Your size increases by 1 category to a minimum of Large, your Armor-Piercing Knuckle die increases to 2d4, you may spend a round's reaction to grant a second attack the effects of Armor-Piercing Knuckle, and your AC increases by +2.
Tavern Brawler
- Stunning Strike
Starting at 3rd level, you can rattle an opponent's brain regularly. When you hit another creature with an unarmed strike, you can spend your bonus action to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Improvised Fighter
Starting at 7th level, you gain proficiency in 2 additional tiers of other weapon tiers, and may make any form of improvised weapon attack as if it were an unarmed strike.
- Drunken Sway
At 13th level, you must only spend 5 ft. of movement to lose the prone condition. Additionally, as a reaction when a creature misses you with a melee attack roll, you cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. If you do so, you can not take a bonus action on your next turn.
- Knock Out Starter
At 17th level, on the first round of combat, as a full turn action, you may move half your movement speed and make a single melee unarmed strike. On a hit, the attack automatically counts as a critical, and they become unconscious for 1 minute. They may attempt a DC 10 + your Strength or Dexterity modifier + your proficiency bonus Constitution saving throw at the end of each of their turns, no longer being unconscious on a success.
Grappler
- Grappler
Starting at 3rd level, you gain the following:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- You can not take the grappler feat.
- Grappling Techniques
Starting at 7th level, you have developed or learned various techniques to enhance your grapples.
Some of your techniques, require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Technique Save DC. 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- Reactive Grapple
When a creature misses you with a melee attack, you can use your reaction to attempt to grapple that creature, and you can not make a bonus action on your next turn.
- Countering
As a reaction when you are hit by a melee weapon attack, you can halve the amount of damage you take and may make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. In a success, you can use your reaction to attempt to grapple the attacker. After using this technique, you can not make a bonus action on your next turn.
- Sprawl
If you are targeted by an attack, grapple or shove attempt, you can use your reaction to give disadvantage to that roll.
- Line of Defense
When a creature move within 5 feet of you, you can make a shove attack against that creature as a reaction.
- Hold Down and Kick
At 13th level, when you pin a creature, you do not become restrained. Additionally, all attacks against a creature you are grappling have advantage.
- Throw
At 17th level, when you make an attack against a creature no more than 1 size larger than you, you may choose to make it a throw attack. On a hit, the target takes your unarmed strike damage, becomes prone, and you may choose to automatically pin them as a bonus action.
Multiclassing
Prerequisites. To qualify for multiclassing into the Brawler class, you must meet these prerequisites: 15 Constitution, proficiency in at least 1 tier of other weapon tiers if you do not gain it from multiclassing proficiencies.
Proficiencies. When you multiclass into the Brawler class, you gain the following proficiencies: choose two among any skills and 1 other weapon tier.
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