Unarmed Brawler (5e Class)

Unarmed Brawler

The Unarmed Brawler class relies on unarmed attacks and tough willpower. Strong muscles and hard punches are what gives you the all to well known devastating raw power of the Unarmed Brawler. Most Unarmed Brawlers live in poverty and in the slums or underground abandoned living areas of big city's. Often doing street fights or bar brawls for quick coin when they need it, but will do any from of physical labor for some coin if the terms call for it. As a poverty and hunger filled fighter, you never turn down any form of payment, often at times even haggling for a higher pay if you deem it worthy. Living in poverty you are built tough and gritty, often resorting to violence as a quick solution to any dispute or misunderstanding.

Credit to RPG meme gallery

Class Features

As a Unarmed Brawler you gain the following class features.

Hit Points

Hit Dice: 1d12 per Unarmed Brawler level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Unarmed Brawler level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Performance, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Old sleeveless cotton shirt, worn out stiff fabric trousers, and old shoes made from boat sales(canvas) with stiff rubbery leather soles.
  • Hand wraps
  • Water skin and five days worth of stale unsalted crackers.
  • If you are using starting wealth, you have 1d4 x 2 gold in funds.

Table: The Unarmed Brawler

LevelProficiency
Bonus
FeaturesUnarmed AttackBrawler's Rage usesThe Smash
1st+2Unarmored Defense, Brutal Pugilist, Brawler's Surge1d61-
2nd+2Reckless Punch, The Smash1d621d8
3rd+2Training Regiment1d622d8
4th+2Ability Score Improvement1d632d8
5th+3Extra Attack1d832d8
6th+3Training Feature, Mighty Blows1d832d8
7th+3Unshakable Resolve1d843d8
8th+3Ability Score Improvement1d843d8
9th+4Critical KO Punch1d843d8
10th+4Training Feature, Immovable Object1d843d8
11th+4Enraged Willpower1d1043d8
12th+4Ability Score Improvement1d1043d8
13th+5Critical KO Punch (2)1d1043d8
14th+5Training Feature1d1044d8
15th+5Minor Bloodlust1d1044d8
16th+5Ability Score Improvement1d1044d8
17th+6Critical KO Punch (3)1d1244d8
18th+6Toughened Rage1d1244d8
19th+6Ability Score Improvement1d1245d8
20th+6Champion1d1245d8

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Strength modifier.

Brutal Pugilist

Beginning at 1st level, your life with fighters have turned your fists into dangerous weapons. You gain the following benefits:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain unarmed brawler levels, as shown in the Unarmed Attack column of the Unarmed Brawler table.
  • You gain proficiency with the brass knuckle weapon. Once in each of your turns you can add the damage die of the weapon to your unarmed strike.

Brawler's Surge

At 1st level, on your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on all Constitution checks and saving throws.
  • You gain a number of temporary hit points equal to your Constitution modifier in each of your turns.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your unarmed brawler level in the Brawler's Rages column of the Unarmed Brawler table, you must finish a long rest before you can rage again.

Reckless Punch

Starting at 2nd level, when you make your first attack on your turn, you can decide to make an unarmed attack recklessly. Doing so gives you advantage on all unarmed attack rolls during this turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

The Smash

Starting at the 3rd level you can now perform your official Sunday punch, "The Smash". You wind up and deliver one of your most devastating punches to a single enemy.

Once in each of your turns, when you hit a creature with your unarmed strike, you can add 2d8 to the damage caused by that attack. This damage increases as you gain levels in this class.

In addition, when you take damage from an attack made by a creature within 5 feet, you can spend one use of your smash to counter that attack. You deal damage equal to your smash damage (without adding modifiers or unarmed strike damage).

You can use this feature twice. You regain all expended uses on a short or a long rest.

Training Regiment

At 3rd level, you chose this Training Method. Choose Iron Knuckle or Nimble Fighter. All detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mighty Blows

Starting at the 6th Level, you punch so hard with your unarmed strikes that they cause internal hemorrhaging, effectively bypassing any form of resistances and immunities to non-magical bludgeoning damage.

This does not affect constructs, but immunity to non-magical bludgeoning damage turns into resistance.

Unshakable Resolve

Starting at the 7th level, your mental fortitude and overall stubborn mentality makes you difficult to being frightened and charmed. You have advantage on any roll, for effect that renders you frightened, charmed or any effect that would alter or harm your state of mind.

Critical KO Punch

Beginning at 9th level, you can roll one additional unarmed strike damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Immovable Object

Starting at 10th level, your sheer mass of muscle makes you heavier then you look. While in combat, any effects that would cause you to move unwillingly, now only move you for half the distance (rounded down).

Enraged Willpower

Starting at 11th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Minor Bloodlust

At 15th level, your punches become as vicious as a shark bite. When you make a unarmed strike against a creature that has half of its hit points or less, you make the attack at advantage.

If this attack is made as part of your reckless attack and misses, you can add a d4 to the highest roll.

Toughened Rage

At the 18th level, while raging, you are now resistant to one additional damage type of your choice. You may change the damage type after you complete a long rest.

Champion

You have done it, you have exceeded many expectations and set forth on your goal, you have now achieved the title of a true brawling Champion. At 20th level, you have unmatched endurance and power. Your Strength and Constitution scores increase by 4. Your maximum for those abilities is now 24.

Iron Knuckle Training

Your completely agonizing and painful training has granted you knuckles so hard its as if they are made of Iron. Your Fists will feel like great warhammers in comparison to other unarmed attacks. You have also trained to be as tough and durable as iron is compared to normal flesh.

Iron Stance

Starting at the 3rd level, you can rain punches over your enemies as long as you keep a solid stance. At the start of your turn, when you choose to take the Attack action, and as long as you have not used any of your movement, you can use your bonus action to make an additional attack.

Enlarged Muscles

Starting at the 6th level, your muscles over harsh training and brutal abuse, have become harder then Raw Iron. You gain a +2 to your AC as long as you are not wearing any form of armor or shield. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or break objects. (this does not stack with any other ability that that also increases your carrying capacity and maximum lift).

Brute Force

Starting at the 10th level, through your agonizing training you have learned the perfect way to advance on ranged opponents. When an opponent hits you with a ranged attack and you can see them, as a reaction, you can advance in their direction an amount of distance equal to your race's moving speed. If you are within 5 feet of the target, you can perform an unarmed strike during the same reaction with no other cost.

You can use this feature a number of times equal to your Constitution modifier. Once you expend all your uses, you can't do it again until you complete a long rest.

The Wall

Finally, at the 14th level, you can add your Constitution modifier to all of your other saving throws. If you succeed on a saving throw against an area effect, you can choose to fail the save, and any friendly target that is in a 90-foot cone behind you will succeed on the saving throw instead. You can choose to use this feature after their saving throws are rolled and after the DM says if they fail or succeed. You can use this after damage is dealt.

Nimble Fighter Training

You've Begun to start honing your razor-sharp Skills. Running sprints, and practicing on your speed bag, to increase your lethality through lightning-fast punches and reflexes. Some might even say your hand speed was not even noticeable to the average eye.

Nimble Fighting Initiative

At the 3rd level, You may add half your proficiency modifier to your initiative roll (rounded up).

Nimble Footwork

Beginning at 6th level, you gain +10 feet to your movement speed and no longer have movement penalties for difficult terrain.

Critical Swift Fists

Starting at 10th level, your critical hit chance on all your unarmed attacks are now between the ranges of 19-20 instead of just 20.

Fighters Reflexes

Starting at 14th level, if an enemy attacks you or your allies while within your melee range of 5 feet, You can use a reaction to attack them with an unarmed attack. If your attack roll is higher than that of your enemy while being targeted, you only take half the damage the enemy dealt to you, while targeting your allies, they take no damage.

Multiclassing


Prerequisites. To qualify for multiclassing into the Unarmed Brawler class, you must meet these prerequisites: Strength 13 , Constitution 13

Proficiencies. When you multiclass into the Unarmed Brawler class, you gain the following proficiencies: None

Penalties. When you multiclass into the Unarmed Brawler class, You will receive all the main penalties of this class as well. Including the inability to use magic in any shape or form. Regardless of the other class your multi classing into Unarmed Brawler with.



Back to Main Page 5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.