{"name":"Brawler","overview":"A man stands in a fighting ring, 10 enemies lay before him, he laughs and asks for\r\nmore. A stocky and strong dwarf is seen preparing for war, a soldier asks him where\r\nhis weapons are, he smiles, and holds up his fists.\r\nA brawler is the natural evolution of a person who fights recklessly with hand and\r\nblade, but lacks the discipline to be a monk. They share similarities with the class,\r\nbut are made for a person who desires a more tanky role.They make use of their own\r\nspecial forces to go beyond their normal limitations. They can choose specific\r\ndifferent archetypes to harness their best qualities.\r\n\r\nEVER THINK MONKS ARE LITTLE BITCHES, BUT STILL WANNA PUNCH THE FUCK OUT OF EVERYTHING THAT MOVES? TRY THE BRAWLER YOU FUCKING BETA MALE!","hitdice":"d10","hitpointsfirstlevel":"10+con mod","hitpointsathigherlevels":"d10+con mod","armorproficiencies":"none","weaponproficiences":"simple weapons, shortsword","tools":"thieves tools","savingthrows":"strength and con","skills":"Choose two from acrobatics, athletics, intimidation, stealth, perception, sleight of\r\nhand, investigation","equipment":"background gear and\r\n\r\na) burglars pack b) explorers pack","spellcasting":"","features":"[h3]Unarmored defense[\/h3]\r\nBeginning at level 1, when not wearing armor, your ac equals 10+str+dex\r\n\r\n[h3]Martial arts[\/h3]\r\nWhen attacking unarmed, you may use your martial arts die instead of the normal damage.\r\n\r\n[h3]Vigor[\/h3]\r\nStarting at level 2, You gain the resource vigor. For every attack hit, you gain a vigor point\r\nafter. The max of these points will increase as you level. You can expand these points to\r\nactivate powerful abilities. If a save is needed, the dc is equal to 8+prof+str. Rocket hit- can\r\nuse you action to add a bonus to your next attack, adding your martial arts die to the\r\naccuracy, and damage, the effect is still used even if it misses.(1 point) Iron Skin- Can use a\r\nreaction to reduce damage taken from an attack by martial arts die.(1 point) Limit FissureCan use this feature to gain another action and bonus action. (5 points)\r\n\r\n[h3]Wind-up[\/h3]\r\nStarting at level 2, Can use a bonus action to wind up for your next attack, adding\r\nthe martial arts die to the damage, the effect is still used even if missed. this effect\r\ncan stack infinitely, but cannot be used before combat, and loses its effect when\r\nleaving combat.\r\n\r\n[h3]Fighting archetypes[\/h3]\r\nAt level 3 you can choose an archetype for brawler.\r\n\r\n[h3]Grit[\/h3]\r\nAt level 3 Cannot be affected by a condition for more than 2 rounds.\r\nAbility score improvement\r\n\r\n[h3]Extra attack[\/h3]\r\nStarting from level 5 you gain a second attack when you take the attack action on your turn.\r\n\r\n[h3]Stunning strike[\/h3]\r\nStarting at level 5, you can expend a vigor point to make an enemy make a con save when you\r\nhit them, if they fail, they are stunned until the end of your next turn.\r\n\r\n[h3]Limitless strikes[\/h3]\r\nStarting at level 6,Your unarmed attacks can count as magical\r\n\r\n[h3]Vigor improvement[\/h3]\r\nAt level 6, Gain new options for vigor. Intimidate- when an enemy within 30 ft of you makes\r\na save, can reduce it by martial arts die as a reaction. (1 point) Grapple- can make a grapple\r\nattempt as a bonus action (1 point)\r\n\r\n[h3]Evasion[\/h3]\r\nStarting at level 7, When subjected to a dex save that makes you take half damage on a\r\nsuccess, you would take no damage on a success, and half damage on a fail.\r\n\r\n[h3]Enhanced grit[\/h3]\r\nStarting at level 7, you gain advantage to saves against conditions\r\n\r\n[h3]Enhanced body and mind[\/h3]\r\nAt level 10, Immune to disease, add str mod to cha, wis, int, con, and dex saves.\r\n\r\n[h3]Veteran\u2019s guard[\/h3]\r\nStarting from 13th level, resistant to physical damage, resistant to psychic damage\r\n\r\n[h3]Champion\u2019s experience[\/h3]\r\nStarting at 14th level, if your roll a str or dex check or save, treat any roll of 4 or lower as a\r\n5.\r\n\r\n[h3]Ready always[\/h3]\r\nStarting at level 15, When entering a combat, you start with 2 points of vigor.\r\n\r\n[h3]Vigor improvement[\/h3]\r\nStarting at level 16, Gain new options for vigor, Rocket flash- can use rocket hit as a bonus\r\naction (2 points) Iron self- can gain the effect of iron body for a minute (4 points)\r\n\r\n[h3]Unyielding strength[\/h3]\r\nAt level 18,Gain 2 vigor per attack.\r\n\r\n[h3]Limit Broken[\/h3]\r\nAt level 20, Gain a + 2 to str, con and dex, the max of these stats increase by 2","subclasses":"[h3]Underdog[\/h3]\r\nAt level 3, gain the ability to reroll all of your damage dice once, you have to take the new\r\nresult.\r\n\r\nAt level 5, gain a vigor option, retaliate- can use your reaction to make an attack that deals\r\nhalf of the damage you took, this is an unarmed strike, but does not use the martial arts\r\ndie.(2 points)\r\n\r\nAt level 10, gain the ability to reroll a saving throw once per rest, you have to take the new\r\nroll.\r\n\r\nAt level 14, treat any roll of 6 or lower as a 7 instead on str and dex checks\r\n\r\nAt level 16, Gain a vigor option, Rising fury- perform an uppercut, it deals damage equal to\r\nhalf of your health, you take half of the damage. (3 points)\r\n\r\nAt level 20, you start combat with 4 vigor, and generate 3 an attack.\r\n\r\n[h3]Bruiser[\/h3]\r\nAt level 3, wind up, now reduces the damage you take from the next attack, instead of it\u2019s\r\nprevious effect.\r\n\r\nAt level 5, gain a vigor improvement, after using rocket hit, you gain temporary hp equal to\r\nthe number rolled on the martial arts die.\r\n\r\nAt level 10, Immune to poison, resistant to acid.\r\n\r\nAt level 14, treat any roll of a 7 or lower as an 8 on con saves\r\n\r\nAt level 16, gain a vigor option, Bear roar- takes an action to use, make enemies within 10 ft\r\nof you make a wisdom save or be feared, for every enemy within this range when you use this\r\nability, gain a point of vigo. (recharge 3 rounds)\r\n\r\nAt level 20, immune to physical, immune to psychic, resist all other damage forms.\r\n\r\n[h3]Mad Dog[\/h3]\r\nAt level 3, lose rocket hit, wind up, and iron skin, instead gain mad dash- Can make an\r\nunarmed strike as a bonus action, and psyche up- every attack landed, increases attack\r\naccuracy by 1, until an attack is missed.\r\n\r\nAt level 5, can use a reaction to increase ac by 2 when attacked, if the attack misses, can\r\nmake a single unarmed attack.\r\n\r\nAt level 7, gain advantage to spell saves\r\n\r\nAt level 10, you do not gain the str mod to the checks, it instead uses your dex mod, you also\r\ngain a vigor improvement, can spend a vigor point to make mad dash do two unarmed attacks.\r\n\r\nAt level 16, you don't gain the vigor options listed normally, you instead gain Juke- can take a\r\nbonus action to dodge (2 points) Wild frenzy- When reduced to zero hp, you can keep\r\nfighting, you can choose to come back and fight on, losing a point of vigor each round, if you\r\nget hit, you also lose 2 points of vigor, if you run out of vigor, you fall unconscious, with a\r\nfailed death save, this can only be used once per day.\r\n\r\nAt level 20, can expend points of vigor to heal yourself for a d8 per spent point.","tabledata":"","tags":"","templateId":"25","blockId":"743964","world":"9ec9f056-d1e6-4d5c-8d9a-6d64c714fc7a","folder":"","isShared":"on"}