Fighter - Subclass - Brawler (23!10!28)

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Tabi’s Manual of

Martials & Mages

T h e B ra w l e r
a Fighter Subclass
Designed, Written, Formatted, and Edited by: Brian Geringer (PonSquared)
Art by: Mid Journey (AI) and Brian Geringer
Playtested by: BeanBro
Brawler LEVEL 3: PROFESSIONAL FIST FIGHTER
Brawlers focus their training and study not on swordplay You gain the Tavern Brawler Feat but do not gain the
and battle tactics, but on the skills needed to turn a punch Ability Score Improvement tied to it. If you already have
or kick into a brutal strike and any innocuous object into a this feat, you may select a different feat instead but
deadly weapon. Some Brawlers thrive in tavern scuffles likewise do not gain any Ability Score Improvement it
and street rumbles, while others excel in espionage, offers. You then gain the following special abilities:
wielding ordinary objects with the deadliness of an
assassin’s knife. Empowered Strikes: Your Unarmed Strikes improve to
1d6 Bludgeoning damage plus your Strength modifier. If
you aren’t holding any weapons or a shield when you
make an attack roll, the damage increases by an
additional step to 1d8.
Bonus Strike. If you aren’t holding any weapons or a
shield, you may make an additional Unarmed Strike as a
Bonus Action.
Unarmed Mastery. Whenever you attack with an
Unarmed attack as part of your Attack Action, you may
give it one of the following Mastery properties:

Unarmed Strike: Sap, Slow, or Vex

LEVEL 3: IMPROVISED WEAPON MASTER


ART Instead of wielding Improvised Weapons as simple clubs,
you have mastered the art of wielding them in battle,
granting you the following:

Improvised Proficiency. You are now proficient with


Improvised Weapons.
Everything is a Weapon. The type of damage an
improvised weapon does now depends on the item you
are using or how you are using it. A shard of glass could
be a Piercing or Slashing weapon while a bent metal rod
with a bit of stone attached to it may be used as
Bludgeoning or Piercing weapon. Even a sharp stone
could be used to do Bludgeoning or Slashing damage.
If you are unsure, discuss with your DM what damage
types an Improvised Weapon may have.
Improvised Weapon Special Properties. Improvised
Weapon you are holding now have the following
Properties:

One-Handed: 1d8, Versatile (1d10), Thrown (20/60)


Two-Handed: 1d12, Reach, Thrown (10/30)
Improvised Mastery. In addition, whenever you attack LEVEL 10: DIRTY FIGHTING
with an Improvised Weapon, you can give it one of the Any means used to gain an advantage over your
following Mastery properties for that attack, depending opponent is honorable in the thick of battle. In fact, it is
on whether it can be wielded in one hand or two: said that even the holiest and most devout of warriors will
do whatever it takes to survive when backed into a corner.
One-Handed or Versatile: Sap, Slow, or Vex You, on the other hand, thrive in this environment as you
Two-Handed: Cleave, Push, or Topple have not only learned the ways of fighting dirty, but have
become a master of the art. This grants you the following:
LEVEL 6: EXPERT GRAPPLER
You gain the Grappler Feat but do not gain the Ability Dirty Grappler. You have Advantage on attack rolls made
Score Improvement tied to it. If you already have this feat, with Improvised Weapons or Unarmed Strikes against a
you may select a different feat instead but likewise do not creature you are Grappling. Additionally, the DC to
gain any Ability Score Improvement it offers. You then break your grapple increases by +2.
gain the following special abilities: Legendary Fighter. Your Improvised Weapons and
Unarmed Strikes are now magic weapons. When you hit
Crushing Grapple. If, at the beginning of your turn you with one of them, you can have it do Force damage
are Grappling a creature, you can deal 1d6 Bludgeoning instead of its normal damage type.
damage to it. Additionally, your Improvised Weapon and Unarmed
Huge. You can now Grapple Huge creatures. Strikes can now do an additional 1d4 Force damage in
Living Weapon. You may use throw or grapple a creature addition to their normal damage type.
to use them as an Improvised Weapon, dealing weapon
damage to it and the target. LEVEL 14: IMPROVISED SPECIALIST
Throw. When you use an Unarmed Strike to throw a You are a master at making the ordinary deadly.
creature, if they are a smaller Size than you, you may Whenever you hit a creature with an Improvised Weapon
throw them a distance no greater than 25/50. A or an Unarmed Strike, you can add your Proficiency
creature equal to your Size has a range of 10/20. If Bonus to the damage roll.
you hit your target they both suffer Bludgeoning In addition, whenever you attack with an Improvised
damage equal to your one-handed Improvised Weapon or Unarmed Strike, you can use two of its
Weapon damage. On a hit, the thrown target falls Mastery properties instead of one.
prone while a miss allows the target to roll to their feet.
You may not throw creatures larger than your Size
category.
Grapple. When successfully grapple a target, you
may use your Attack Action to attack with them as an
Improvised Weapon. A living creature deals
Bludgeoning damage to both it and your target on a
hit or nothing on a miss. A creature smaller than you
size is treated as a one-handed weapon while a
creature your size is treated as a two-handed weapon.
When you use a grappled creature as an Improvised
Weapon during your turn, their next saving throw to
break your grapple is rolled at Advantage.
APPENDIX

WEAPON PROPERTIES AND MASTERIES


These are the updated weapon properties and masteries
used in this supplement. They originate from the One D&D
UA Playtest. Weapon properties not listed here can be
found in the Equipment chapter of the 2014 PHB under
the weapons sub-section.

PROPERTIES
Thrown. If a weapon has the Thrown property, you can
throw the weapon to make a ranged attack, and you can
draw that weapon as part of the attack. If the weapon is
a melee weapon, you use the same ability modifier for
that attack roll and damage roll that you would use for a
melee attack with the weapon.

MASTERIES
The weapons described in this manual now have a
Mastery properties, as shown in the features above.

Push. If you hit a creature with this weapon, you can push
the creature up to 10 feet straight away from yourself if it
is Large or smaller.
Sap. If you hit a creature with this weapon, that creature
has Disadvantage on its next attack roll before the start
of your next turn.
Slow. If you hit a creature with this weapon and deal
damage to the creature, you can reduce its Speed by 10
feet until the start of your next turn. If you hit the
creature more than once with this property, the Speed
reduction doesn’t exceed 10 feet.
Topple. If you hit a creature with this weapon, you can
force the creature to make a Constitution saving throw
with a DC equal to 8 + your Proficiency Bonus + the
ability modifier used to make the attack roll. On a failed
save, the creature has the Prone condition.
Vex. If you hit a creature with this weapon and deal
damage to the creature, you have Advantage on your
next attack roll against that creature before the end of
your next turn.

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