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