{"name":"Brawler","overview":"A warrior\u2019s relationship with their weapon is often the\r\ndeterminant of life and death during the heat of combat.\r\nThose who do not know the capabilities of themselves and\r\ntheir weapons tend to live shorter lives. Brawlers bypass this\r\nrelationship entirely, becoming weapons themselves.\r\nThrough experience and training Brawlers fight with the\r\nweapons they were born with, their hands and feet. Those\r\nthat do use weapons view them as extensions of themselves\r\nrather than separate entities. Brawlers are fast on their feet\r\nand often have no problem closing the distance between\r\nthemselves and their targets. In worlds where the distance of\r\ncombatants is growing, Brawlers thrive in being up-close and\r\npersonal. A Brawler\u2019s fighting style falls in one of three\r\ndistinct practices: the Monk, the Pugilist, and the Ravager.\r\n\r\nThe Monk is a trained practitioner of martial arts.They\r\noften have a master from which they learn precise techniques\r\nwhich allow them to access a well of potential energy within\r\nthemselves known as Ki. Monks are also trained to\r\nincorporate traditional weapons of their practice into their\r\nfighting style. Most Monks need to train for years before\r\nbeing able to find and access their Ki. They use this well of\r\nenergy to enhance their agility, reflexes, and destructive\r\npotential.\r\n\r\nThe Pugilist shows similarities to the Monk in that they are\r\ntrained in their fighting style often by a master (or rather, a\r\ncoach). But rather than being trained through discipline and\r\nmonotonous practice, Pugilists are trained through\r\nexperience. Their coach will often match them with other\r\nPugilists by which to be beaten, treating the defeat as an\r\nopportunity to improve. They analyze their opponents in\r\nsearch of weaknesses in their form that they could exploit.\r\nPugilists choose when and where to strike discriminately in\r\norder to give themselves the competitive advantage.\r\n\r\nThe Ravager differs greatly from the Monk and the Pugilist\r\nin that in most cases they are entirely untrained and have\r\nmerely developed their fighting style through real-world\r\nexperience. They have a well of combative Fury which can\r\nstem from a multitude of things like an energized love for\r\ncombat or anger management issues. When Ravagers\r\nembrace their Fury, they temporarily enter a trance of\r\nincreased strength and ferality. In this trance they are able to\r\naccomplish feats of strength that they would normally be\r\nunable to, but they are also more impulsive and less\r\nconscious of their actions. The Ravager\u2019s practical experience\r\nhas also allowed them to improvise and use objects in their\r\nenvironment as tentative weapons.","hitdice":"d10","hitpointsfirstlevel":"10 + your constitution modifier","hitpointsathigherlevels":"1d10 (or 6) + your constitution modifier per brawler level after 1st","armorproficiencies":"None","weaponproficiences":"Simple Weapons, Great Clubs","tools":"None","savingthrows":"Constitution and Strength","skills":"choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, Religion, and Survival","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n[ul][li](a) a great club (b) shortsword, or (c) any simple weapon[\/li][\/ul]\r\n[ul][li](a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\n10 darts[\/li][\/ul]","spellcasting":"","features":"[h2]Hand to Hand Combat[\/h2]\r\nAt 1st level, your practice of melee combat gives you mastery\r\nof combat styles that use unarmed strikes and Brawler\r\nweapons, which are simple melee weapons and greatclubs.\r\nYour unarmed strikes involve using parts of you body (such as\r\nyour hand, elbows, knees, feet, or head) in order to deal\r\ndevastating strikes to your opponents. You gain the following\r\nbenefits while you are unarmed or wielding only Brawler\r\nweapons and you aren't wearing armor or wielding a shield:\r\nYou can rolI a d4 in place of the normal damage of your\r\nunarmed strike or Brawler weapon. This die changes as\r\nyou gain Brawler level, as shown in the Hand to Hand\r\ncolumn of the Brawler table.\r\n\r\nWhen you use the Attack action with an unarmed strike or\r\na Brawler weapon on your turn you can make one\r\nunarmed strike as a bonus action. For example, if you take\r\nthe Attack action and attack with a quarterstaff, you can\r\nalso make an unarmed strike as a bonus action, assuming\r\nyou haven't already used a bonus action this turn.\r\n\r\n[h2]\r\nUnarmored Defense[\/h2]\r\nBeginning at 1st level, while you are wearing no armor and\r\nnot wielding a shield, your AC equals 10 + your Dexterity\r\nmodifier + your Constitution modifier.\r\n\r\n[h2]Combat Style[\/h2]\r\nBrawlers all have multiple distinct combat styles that have\r\nbeen passed from teacher to student. Each combat style gives\r\ndifferent advantages when used. The major three styles being\r\nthe monastic combat style denoting a monk, the pugilistic\r\nstyle denoting a pugilist, and the ravager style denoting a\r\nravager. Each style gives you a feature at 1st, 3rd, 10th, 14th,\r\nand 20th level.\r\n\r\n[h2]Fleet of Foot[\/h2]\r\nStarting at 2nd level, your speed increases by 10 feet while\r\nyou are not wearing armor or wielding a shield. This bonus\r\nincreases when you reach certain Brawler levels, as shown in\r\nthe Brawler table. At 13th level, you gain the ability to expend\r\nno extra movement climbing, swimming, or moving through\r\nrough terrain.\r\n\r\n[h2]Quick Reflexes[\/h2]\r\nBy 3rd level, you have have honed your reflexes and gained\r\nmore physical agility. You gain proficiency in Dexterity saving\r\nthrows.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th leveI. you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn. The\r\nnumber of attacks increases to three when you reach 11th\r\nlevel in this class.\r\n\r\n[h2]Uncanny Dodge[\/h2]\r\nStarting at 5th level, when an attacker that you can see hits\r\nyou with an attack, you can use your reaction to halve the\r\nattack's damage against you.\r\n\r\n[h2]Burning Blood[\/h2]\r\nStarting at 6th level, your unarmed strikes count as magical\r\nfor the purpose of overcoming resistance and immunity to\r\nnonmagical attacks and damage.\r\n\r\n[h2]Evasion[\/h2]\r\nBeginning at 7th level, you can nimbly dodge out of the way of\r\ncertain area effects, such as the blast of an explosion or an\r\nice storm spell. When you are subjected to an effect that\r\nallows you to make a Dexterity saving throw to take only half\r\ndamage, you instead take no damage if you succeed on the\r\nsaving throw, and only half damage if you fail.\r\n\r\n[h2]Nerves of Steel[\/h2]\r\nAt 9th level, you have mentally trained yourself to be able\r\nremain cognizant even in situations that normal people\r\nwould run away from or run towards without a second\r\nthought. You have advantage on saving throws against being\r\nfrightened or charmed. At 17th level this changes so that you\r\nhave immunity to the charmed and frightened conditions.\r\n\r\n[h2]Unending Endurance[\/h2]\r\nStarting at 15th level, when you are reduced to 0 hit points\r\nand are not killed outright, you can choose to drop to 1 hit\r\npoint instead. Once you use this ability, you can't use it again\r\nuntil you finish a long rest.\r\n\r\nYou also gain some resistance to exhaustion, you now\r\ncount as having 1 less level of exhaustion than you would\r\nnormally have. For example, if you were to gain one level of\r\nexhaustion you would have zero levels of exhaustion, if you\r\nwere to gain two levels of exhaustion you would have one\r\nlevel of exhaustion.\r\n\r\n[h2]Battle Senses[\/h2]\r\nBeginning at 18th level, you gain an uncanny sense of when\r\nthings nearby aren't as they should be, giving you an edge\r\nwhen you dodge away from danger. You have advantage on\r\nDexterity saving throws against effects that you can see, such\r\nas traps and spells and no attack rolls made against you have\r\nadvantage. To gain this benefit, you can't be blinded,\r\ndeafened, or incapacitated.\r\n\r\n","subclasses":"[h1]Combat Styles[\/h1]\r\nBrawlers all rely on the same basic principles when\r\ndeveloping their combat skills. Their combat styles are the\r\nthing that sets them apart. The combat styles they choose\r\nreflect the areas they seek to most develop and how they will\r\nchoose to combat their enemies.\r\n[hr]\r\n[h1]Monk[\/h1]\r\nMaster of the physical self\r\n\r\n[h2]Monastic Training[\/h2]\r\nAt 1st level you gain quite a few benefits from your monastic\r\ntraining:\r\nFor use of Unarmored Defense; instead of using\r\nconstitution modifier you use your wisdom modifier.\r\nFor the Hand to Hand feature; you may use your Dexterity\r\nmodifier on attack rolls and damage rolls on any Brawler\r\nweapons. You also gain proficiency with shortswords and for\r\nthe purposes of Hand to Hand they are now considered\r\nBrawler weapons\r\n\r\n[h2]Ki[\/h2]\r\nAt 3rd level you gain the ability to use and manipulate the\r\nenergy that your body produces to push your body further\r\nthan it would normally be able to go. You gain a number of Ki\r\npoints equal to your Brawler level and you can spend these\r\npoints to fuel various Ki features:\r\nYou start knowing four such features: Deflect Missiles,\r\nFlurry of Blows, Patient Defense, and Step of the Wind. You\r\nlearn more ki features as you gain levels in this class. When\r\nyou spend Ki points, those points are expended until you\r\nfinish a short or long rest, at the end of which you recover alI\r\nof your expended Ki points. You must spend at least 30\r\nminutes of the rest meditating to regain your Ki points.\r\nSome of your Ki features require your target to make a\r\nsaving throw to resist the features effects: The saving throw\r\nDC is calculated as follows:\r\n\r\n[i]Ki Save DC = 8 + your proficiency bonus + your Wisdom\r\nmodifier.[\/i]\r\n\r\nDeflect Missiles When a creature makes a ranged\r\nweapon attack against you may expend 1 Ki point to\r\nreduce that attack's damage by 1d10 + your Dexterity\r\nmodifier + your Brawler level. If you reduce the damage to\r\n0, you can catch the missile if it is smalI enough for you to\r\nhold in one hand and you have at least one hand free. If\r\nyou catch a missile in this way, you can spend 1 Ki point to\r\nmake a ranged attack with the weapon or piece of\r\nammunition you just caught. You make this attack with\r\nproficiency, regardless of your weapon proficiencies, and\r\nthe missile is considered a monk weapon for the attack.\r\n\r\n[b]Flurry of Blows[\/b] Immediately after you take the Attack\r\naction on your turn, you can spend 1 ki point to make two\r\nunarmed strikes as a bonus action.\r\n\r\n[b]Patient Defense[\/b] You can spend 1 Ki point to take the\r\nDodge action as a bonus action on your turn.\r\n\r\n[b]Step of the Wind[\/b] You can spend 1 Ki point to take the\r\nDisengage or Dash action as a bonus action on your turn,\r\nand your jump distance is doubled for the turn.\r\n\r\nAt 10th level, you gain additional ways to use your ki points\r\nsuch as: Slow Fall, Stunning Strike, Unerring Resistance, and Wholeness of Body.\r\n\r\n[b]Slow Fall [\/b]You may expend 1 Ki point and your reaction to\r\nreduce any fall damage you take to 0.\r\n\r\n[b]Stunning Strike[\/b] When you hit another creature with a\r\nmelee weapon attack. you can spend 1 Ki point to attempt\r\na stunning strike. The target must succeed on a\r\nConstitution saving throw or be stunned until the end of\r\nyour next turn.\r\n\r\n[b]Unerring Resistance[\/b] Whenever you make a saving throw\r\nand fail, you can spend 1 Ki point to reroll it and you must\r\nuse the second result.\r\n\r\n[b]Wholeness of Body[\/b] You may spend 2 Ki points to regain\r\nhit points equal to two times your monk level as a bonus\r\naction.\r\n\r\n[h2]Unparallelled Movement[\/h2]\r\nAt 10th level, you gain the ability to move along vertical\r\nsurfaces and across liquids on your turn without falling\r\nduring the movement.\r\n\r\n[h2]Quivering Palm[\/h2]\r\nAt 14th level, you gain the ability to set up lethal vibrations in\r\nsomeone's body. When you hit a creature with an unarmed\r\nstrike, you can spend 2 Ki points to start these imperceptible\r\nvibrations, which lasts for a number of days equal your monk\r\nlevel. The vibrations are harmless unless you use your action\r\nto end them. To do so, you and the target must be on the\r\nsame plane of existence. When you use this action. the\r\ncreature must make a Constitution saving throw. If it fails it\r\ntakes 10d10 necrotic damage and on a success they take half\r\ndamage. You can have only one creature under the effect of\r\nthis feature at a time. You can choose to end the vibrations\r\nharmlessly without using an action.\r\n\r\n[h2]Perfect Self[\/h2]\r\nBy 20th level your Ki has perfected your body and soul, you\r\nsuffer none of the frailty of old age, and you can't be aged\r\nmagically (you can still die of old age). In addition, you no\r\nlonger need food or water, you gain proficiency in all saving\r\nthrows, and you become immune to disease and poison.\r\n\r\n[hr]\r\n\r\n[h1]Pugilist[\/h1]\r\nKingpin of fisticuffs\r\n\r\n[h2]No Guard[\/h2]\r\nAt 1st level, you\u2019ve learned how to attack enemies much\r\neasier but at the expense of the guard you would put up\r\nagainst other melee combatants. When you make your first\r\nattack on your turn and you do so using a Brawler weapon or\r\nHand to Hand, you can decide to drop your guard. Doing so\r\ngives you advantage on melee weapon attack rolls using\r\nBrawler weapons during this turn, but melee attack rolls\r\nagainst you have advantage until the start of your next turn.\r\n\r\n[h2]Counterpunch[\/h2]\r\nAt 3rd level, you\u2019ve learned to seize an opportunity when your\r\nopponent presents it. When a creature within melee range of\r\nyou misses you with an attack, you may use your reaction to\r\nmake a Hand to Hand attack against them.\r\n\r\n[h2]Against the Ropes[\/h2]\r\nStarting at 10th level, you\u2019re at your combative best when you\r\nare up against the ropes. When your current Hit Points are\r\nequal to or lower that a quarter of your Hit Point total, melee\r\nattacks against you have disadvantage.\r\n\r\n[h2]Audacious Strikes[\/h2]\r\nAt 14th level, you are most destructive when you are\r\nconcentrated on one target. Whenever you have advantage on\r\na Hand to Hand attack roll and successfully hit, you deal an\r\nextra 1d6 bludgeoning damage. Additionally, when you\r\nsuccessful hit a creature with a Hand to Hand attack, all\r\nsubsequent Hand to Hand attacks against that creature deal\r\nan extra 1d6 bludgeoning damage until the end of your turn.\r\n\r\n[h2]Unstoppable Force[\/h2]\r\nBy 20th level, you have undeniably become an unstoppable\r\nforce. You gain advantage on saving throws against being\r\ngrappled, incapacitated, knocked prone, pushed back, or\r\nrestrained. You also gain the ability to ignore resistance to\r\nbludgeoning damage and if a foe has immunity to\r\nbludgeoning damage you can treat that foe as if it instead had\r\nresistance to bludgeoning damage.\r\n\r\n[hr]\r\n[h1]Ravager[\/h1]\r\nUnpredictable fighting machine\r\n\r\n[h2]Improvised Attacker[\/h2]\r\nBy 1st level, you\u2019ve grown accustomed to attacking enemies\r\nwith improvised weapons when you battle, to point where it\r\nhas become instinct. You can add your proficiency modifier\r\nwhen you use an improvised weapon to attack. Improvised\r\nweapons are now also considered Brawler weapons. When\r\nyou successfully make an attack using a Brawler weapon you\r\nmay use your bonus action to attempt to grapple the\r\nopponent you attacked.\r\n\r\n[h2]Furiosity[\/h2]\r\nAt 3rd level, you\u2019ve learned to harness your Fury and use it to\r\nstrengthen yourself in battle. You can become furious as a\r\nbonus action. You can use your Fury a number of times equal\r\nto your constitution modifier, you regain all uses of your Fury\r\nafter a long rest. While in your Fury, you gain the following\r\nbenefits as long as you aren\u2019t wearing any armor or a shield:\r\n\r\n[ul][li]You have advantage on Strength checks and Strength\r\nsaving throws.[\/li][\/ul]\r\n[ul][li]When you make a Brawler weapon attack using Strength,\r\nyou can add double your strength modifier to the damage\r\nroll instead of your normal strength modifier[\/li][\/ul]\r\n[ul][li]You can jump double the distance you\u2019d normally be able\r\nto[\/li][\/ul]\r\n[ul][li]If you drop a creature\u2019s health to 0 when in Fury you may\r\nmove half of your movement towards a hostile creature\r\nimmediately[\/li][\/ul]\r\nIf you are able to cast spells, you can't cast them or\r\nconcentrate on them while in Fury. Your Fury lasts for 1\r\nminute. All damage you do while in Fury is considered lethal\r\ndamage. lt ends early if you are knocked unconscious or if\r\nyour turn ends and you haven't attacked a hostile creature\r\nsince your last turn or taken damage since then. You can also\r\nend your Fury on your turn as a bonus action.\r\n\r\n[h2]Terrifying Strength[\/h2]\r\nBeginning at 10th level, you can use your action to frighten\r\nsomeone with your terrifying strength. When you do so,\r\nchoose one creature that you can see within 30 feet of you. lf\r\nthe creature can see or hear you, it must succeed on a\r\nWisdom saving throw (DC equal to 8 + your proficiency\r\nbonus + your Strength modifier) or be frightened of you until\r\nthe end of your next turn. On subsequent turns, you can use\r\nyour action to extend the duration of this effect on the\r\nfrightened creature.\r\n\r\n[h2]Iron Grip[\/h2]\r\nBy 14th level, you\u2019ve learned how to tighten your grip to the\r\npoint where next to nothing can escape from your grasp.\r\nWhen a creature attempts to break free from a grapple you\u2019ve\r\nalready established they must use Athletics to do so. You also\r\ncan not be disarmed from any weapons or anything you're\r\nholding in your hand unless you\u2019re incapacitated.\r\n\r\n[h2]Relentless Fury[\/h2]\r\nBy 20th level you\u2019ve learned how to extend your Fury beyond\r\nits perceived limits but doing so takes a toll on your body.\r\nWhen you enter a Fury you may extend it past the 1 minute\r\nduration. When you do, you gain a level of exhaustion for\r\neach minute you stay in Fury past the initial minute. When\r\nyou take a short rest you may reduce exhaustion levels gained\r\nby this feature by half those accumulated (minimum of 1).\r\nAdditionally, while in your Fury if any Strength ability\r\nchecks are lower than your Strength score you may use your\r\nStrength score in place of that total.\r\n\r\n","tabledata":"","tags":"Snakes and Saloons, Monk, DND","isShared":"1","templateId":"25","blockId":"183780"}