Post by Your1 Nightmare on Sept 6, 2016 23:57:30 GMT
I did a little bit of searching on the Dungeon Master's Guild for the Brawler class. While I did find a few variations I wasn't so sure about the decisions for how they were set up. As a dedicated class I wasn't sure there was enough there for the Brawlers to be considered their own class. Looking at Archetypes I wasn't satisfied with them being under Barbarian. My variation is to have it under the Fighter class. I am curious as to what people think about it. I looked at the 3.5e Brawler for inspiration since my experience with the Brawler is from Pathfinder. I think it still needs some tweaking for exact numbers and names.
Brawler
Unarmed Strikes
Starting at 3rd level, you have learned to use your unarmed strikes as effectively as normal weapons.
You gain the following benefits:
· You can roll a d4 in place of the normal damage of your unarmed strike or weapon. This die changes to a d6 at 5th level, d8 at 11th level, and d10 at 17th level.
· When you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.
Martial Flexibility
When you choose this archetype at 3rd level, you are able to perform various martial feats with your fists.
Martial Techniques. Martial techniques are instant bonuses or attacks, while others are bonuses that last for a period of time.
Martial Points. You have a number of martial points equal to your Fighter level. Your martial points refresh after a long rest.
Saving Throws. Some of your martial techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Martial save DC = 8 + your proficiency bonus + your Strength modifier
Martial Techniques
Flurry of Blows. Starting at 3rd level, spending 1 martial point you can use your bonus action to make two unarmed strikes.
Duck and Weave. Starting at 3rd level, when you are hit by an attack you can spend a number of martial points to increase your AC. You gain +1 AC for each martial point spent this way.
Grappled Combat. Starting at 7th level, you can make a grapple attempt as a bonus action.
Magic Empowered. Starting at 7th level, you can spend a martial point to make your fists treated as magical for bypassing resistances. This lasts for 1 hour.
Suplex. Starting at 10th level, you can use your action and spend a martial point to make a grapple check. If successful you flip the opponent upside down and slam the target’s head into the ground. The target must be at most one size category larger than you. This attack deals 4d6 + your Strength modifier and the target is knocked prone.
Counter Attack. Starting at 10th level, when an opponent misses an attack. You can use your reaction to make an unarmed strike to the target that misses you.
Knockout Punch. Starting at 15th level, when you make an unarmed strike you can spend a martial point to attempt to knock out the opponent. The target must succeed on a martial save or take 3d8 bludgeoning damage and be knocked unconscious for 1d6 rounds.
Neck Break. Starting at 18th level, you can attempt to break your opponents neck. By spending 3 martial points you can take your action to make a grapple check against the target. If successful you cause your opponent to make a martial saving throw. On failed save the target is reduced to 0 hit points. Creatures without discernible anatomy are immune.
Backbreaker. Starting at 18th level, you can attempt to grapple by spending a martial point as your action. If the grapple is successful you deal 3d10 + your Strength modifier and half the target's movement.
EDIT: Updated the number of Martial Points and how they refresh.
Updated Neck Breaker to require more Martial Points and a successful grapple and remove the health requirement
Updated Backbreaker to remove the health requirement
Added Duck and Weave
This is a first update and most definitely will not be the last.
Brawler
Unarmed Strikes
Starting at 3rd level, you have learned to use your unarmed strikes as effectively as normal weapons.
You gain the following benefits:
· You can roll a d4 in place of the normal damage of your unarmed strike or weapon. This die changes to a d6 at 5th level, d8 at 11th level, and d10 at 17th level.
· When you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.
Martial Flexibility
When you choose this archetype at 3rd level, you are able to perform various martial feats with your fists.
Martial Techniques. Martial techniques are instant bonuses or attacks, while others are bonuses that last for a period of time.
Martial Points. You have a number of martial points equal to your Fighter level. Your martial points refresh after a long rest.
Saving Throws. Some of your martial techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Martial save DC = 8 + your proficiency bonus + your Strength modifier
Martial Techniques
Flurry of Blows. Starting at 3rd level, spending 1 martial point you can use your bonus action to make two unarmed strikes.
Duck and Weave. Starting at 3rd level, when you are hit by an attack you can spend a number of martial points to increase your AC. You gain +1 AC for each martial point spent this way.
Grappled Combat. Starting at 7th level, you can make a grapple attempt as a bonus action.
Magic Empowered. Starting at 7th level, you can spend a martial point to make your fists treated as magical for bypassing resistances. This lasts for 1 hour.
Suplex. Starting at 10th level, you can use your action and spend a martial point to make a grapple check. If successful you flip the opponent upside down and slam the target’s head into the ground. The target must be at most one size category larger than you. This attack deals 4d6 + your Strength modifier and the target is knocked prone.
Counter Attack. Starting at 10th level, when an opponent misses an attack. You can use your reaction to make an unarmed strike to the target that misses you.
Knockout Punch. Starting at 15th level, when you make an unarmed strike you can spend a martial point to attempt to knock out the opponent. The target must succeed on a martial save or take 3d8 bludgeoning damage and be knocked unconscious for 1d6 rounds.
Neck Break. Starting at 18th level, you can attempt to break your opponents neck. By spending 3 martial points you can take your action to make a grapple check against the target. If successful you cause your opponent to make a martial saving throw. On failed save the target is reduced to 0 hit points. Creatures without discernible anatomy are immune.
Backbreaker. Starting at 18th level, you can attempt to grapple by spending a martial point as your action. If the grapple is successful you deal 3d10 + your Strength modifier and half the target's movement.
EDIT: Updated the number of Martial Points and how they refresh.
Updated Neck Breaker to require more Martial Points and a successful grapple and remove the health requirement
Updated Backbreaker to remove the health requirement
Added Duck and Weave
This is a first update and most definitely will not be the last.