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Brawler

BEAT THE FUCK OUT OF THEM!    
LevelProficiency BonusMMALeg DayFeatures
1st +2 1d6 - Armored Skin, MMA
2nd +2 1d6 10ft Leg Day, Adrenaline
3rd +2 1d6 10ft Syndicate Ring, Rythmn
4th +2 1d6 10ft Ability Score Increase
5th +3 1d8 15ft Extra Attack, Spirit and Passion
6th +3 1d8 15ft Ability Score Increase, Syndacite Ring Feature,
7th +3 1d8 15ft Endure
8th +3 1d8 15ft Powerhouse, Ability Score Increase,
9th +4 1d8 15ft Leg Day Improvement.
10th +4 1d8 20ft Master thyself
11th +4 1d10 20ft Extra Attack, Syndacite Ring Feature,
12th +4 1d10 20ft Ability Score Increase
13th +5 1d10 20ft
14th +5 1d10 25ft Ability Score Increase
15th +5 1d10 25ft
16th +5 1d10 25ft Ability Score Increase
17th +6 1d12 25ft
18th +6 1d12 30ft
19th +6 1d12 30ft Ability Score Increase
20th +6 1d12 30ft Extra Attack
hit dice: 1d10
hit points at 1st level: 12 + your constitution modifier
hit points at higher levels: 1d12 (or 8) + your constitution modifier
armor proficiencies:
weapon proficiencies: Unarmed, fist weapons
tools: An instrument or tool set
saving throws: Strength, Constitution
skills: Athletics Choose 2 from Acrobatics, Investigation, Religion, Animal handling, Insight, Medicine, Perception, Survival, Deception, Intimidation.
starting equipment:

  • 1 set of civilian clothes

  • burglar's pack or explorer's pack.

  • 1 instrument or tool set


spellcasting:
class features:

Armored Body

at 1st level while unarmored your base AC is equal to 10 + your strength modifer + your constitution modifer, you take half damage from physical enviroment damage as long as the base damage damage dealt does not equal your life total. You deal damage to the enviroment equal to double the damage you take from it.   Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Brawler level. If damage is reduced to 0 you land perfectly, dealing bludgeoning damage equal to half of the damage reduced at your landing zone.  

MMA

At 1st level your mastery of hand to hand combat surpasses that of any normal combatant. Fist weapons and unarmed attacks are considered Brawler Weapons, which grant the following bonuses if you are Unarmored.  
  • Attacking an opponent who is off-balance or dazed forces them to make a dexterity saving throw DC:10 + your proficiency bonus + your strength modifier. On a fail, opponent gets knocked prone.
 
  • You can roll a d6 in place of the normal damage of your Brawler Weapons, this die changes as you gain Brawler levels.
 
  • When you use the Attack action with a Brawler Weapons, you can make one unarmed strike as a bonus action.
  Some Class features will force the opponent to make a saving throw equal to 10 + your Strength Modifier + your Proficiency Bonus   You can Stow Weapons to recieve their beneficial effects, stowed weapons follow usual weapon equip rules (light for duel wielding).  

Leg Day

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Brawler table.   At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

Adrenaline

Starting 2nd you a gain a usage of Adrenaline Rush, which replenishes after combat. Adrenaline Rush can be triggered as a reaction when taking damage (including damage that would knock you unconcious or kill you outright). When triggered, damage is delayed until you haven't taken damage in 1 turn or if combat ends.  

Syndicate Rings

At 3rd level choose one of three Syndicate Rings (insert lore shit here)  

Rythmn

Starting at 3rd level, you can use your reaction to catch any physical melee attack, when you do so, reduce its damage by 10 + your Strength Modifier + your brawler level.   If you reduce the damage to 0, you can make an unarmed counter attack.  

Ability Score Increase

  When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your chose by 2, or you can increase two ability scores by 1. Or choose a Feat of Strength.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you make an Attack action on your turn.   The number of attacks incrreases to three when you reach 11th level and to four when you reach 20th level in this class.  

Spirit and Passion

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Endure

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If the effect's origin is a spell, you can make a strength saving throw instead.  

Powerhouse

At 9th level, Athletic rolls that are 9 or below are brought up to 10. If an attack launches you (Thunderwave, etc) you can make a strength saving throw to land on your feet or slide across the ground on your feet.  

Master thyself

At 10th level You are immune to disease and poison.
subclass options:

Ring of Threads

 

Infuse Spirit

At 3rd level, you infuse your spirit with an element listed below and gain 3 Moxie points, gaining an additional moxie point every 3 levels. Your chosen Element grants you 2 of 4 Elemental Heartbeat Manuvers to spend your Moxie Points on as well as an Infusion Table. As a bonus action you can trigger your Elemental Infusion, empowering your body and unarmed strikes with that element starting at Stage 1. For every turn you make an attack action, you progress by 1 Stage, for every turn you do not make an attack action you regress by 1 Stage. You can make your unarmed strikes the damage type of your chosen element, and you can cancel the infusion at any time.  

Primordial

The 4 most well known elements in all the realms. The Primordial forms exist in every realm in some way, and are often used as the physical form of other manifestations of magic. Many have to dedicate their lives to mastering the elements in order to wield such wild and free magic, but Primordial Magic feels right at home channeling through the body of a Brawler.    

Fire

   
StageBuffSelf-InflictedFlux Minimum
1 1d4 Fire Damage 1
2 1d6 Fire Damage.   Can Apply Burning 1d4 (self) Fire damage 2
3 1d8 Fire Damage   Can Apply Burning   Flames can heal creatures for half your damage roll (including self) 1d6 Fire Damage Can Apply Burning 3
4 1d10 Fire Damage   Can Apply Burning   Flames can heal creatures for half of your damage roll 1d8 Fire Damage Can Apply Burning 4
5 1d12 Fire Damage   Can Apply Burning   Flames can heal creatures for half of your damage roll   Cauterizes Bleeds affecting you and prevents bleeding debuff. 1d10 Fire Damage 5 +1 for every further stage
   

Raging Inferno

  Spend 1 Moxie Make an unarmed strike that deals 1d4 extra fire damage Per stage + 1d6 for every turn of Burning you have applied.  

Dragon's March

  For 2 Moxie Charge forward 30ft, the first target you hit can be grappled and must make a constitution saving throw or take 2d12 fire damage. Every target you hit, or the first target if they are not grappled, must make a Dexterity saving throw or suffer 1d12 bludgeoning damage and are violently pushed out of the way. If you are infused, leave a trail of fire that deals 1d8 per infusion Stage.  

Kindle Flame

  For 1 Moxie channel your flames through your body and expel any negative effects.  

Meteor

  As a Reaction to fall damage you can spend 1 moxie to create an explosion around your landing zone that deals damage equal to fall damage taken in a 10ft radius + 1d4 per infusion level. The explosion can launch you a distance equal to Ft fallen + your Strength Modifier.  

Lightning

   
StageBuffSelf-InflictedFlux Minimum
1 1d4 Lightning Damage 1
2 2d4 Lightning Damage 1d4 Lightning Damage 2
3 3d4 Lightning Damage 2d4 Lightning Damage 3
4 3d4 Lightning Damage   Can Stun 3d4 Lightning Damage 4
5 3d4 Lightning Damage   Can Stun   Can remove Exhaustion, (magical) Paralysis, and breaks Grapples on creatures. 3d4 Lightning Damage +1d4 for every further stage   Disadvantage on Constitution Saving Throws 5
   

Taze

  For 1 Moxie, jab your target with lightning, dealin 1d4 lightning damage +1d4 per infusion level. Target must make a constitution saving throw or they are stunned for 1 turn per infusion level. If not infused they are stunned for turns equal to every different buff they have.  

Shock Therapy

  For 2 Moxie you can strike a creature (yourself included) for damage equal to half your Brawler level to dispel all negative effects, then target must make a constitution saving throw or become dazed. Action cannot reduce a target below 1 hp.  

Footzeus

  For 1 moxie you can make an additional jump in the air, the second jump cracks like lightning and makes a loud noise.  

Awestruck

  As a reaction to the first spell per turn within 30ft + any unused movement speed, spend 1 Moxie to dart to the spell caster and make an unarmed strike that does not benefit from infusion, if the attack is successful, the spell is cancelled.    

Earth

   
StageBuffSelf-InflictedFlux Minimum
1 1d6 of your chosen physical damage type 0
2 1d6 of your chosen physical damage type Movement reduced by 10ft 1
3 1d8 of your chosen Physical damage type   Movement speed cannot be reduced by non self-inflicted attacks or spells. Movement reduced by 15ft 2
4 1d8 + 1d4 of your chosen physical damage type   Movement speed cannot be reduced by non self-inflicted attacks or spells   Grapples have advantage Movement reduced by 15ft   Disadvantage of Saving Throws against Spells 3
5 1d8 +1d6 of your chosen Physical damage type   Movement speed cannot be reduced by non self-inflicted attacks or spells   Grapples have advantage   You cannot be budged unless you choose to be budged. Movement reduced by 20ft   Disadvantage of Saving Throws against spells   Vulnerable to Bludgeoning Damage 4
   

Linebreaker

  For 1 Moxie, deal 1d4 damage +1d6 thunder damage for every AC above 15 the target has (bonus AC included). Disables any effects that buff AC.  

Unbreakable Root

  For 1 Moxie, sacrifice your base movement speed and entomb yourself in earth for 1 turn per 5ft sacrificed, you cannot be budged except by Thunder or Force damage and your AC is equal to 25. While entombed in earth, your Movement speed is reduced by your base movement speed, but your movement speed cannot be reduced (even by self inflicted infusions debuffs). Every time you are successfully attacked while entombed, your AC is reduced by 1, when your AC reaches 20 the effect ends.  

Quake

  For 1 Moxie, Slam any surface and deal 5d8 damage to it, creatures on the surface take half as much damage. If another surface or physical item is on or attached to the struck surface, it also takes half as much damage, and creatures on that surface take half that damage, so on and so forth. Creatures on any surface must make a Dexterity saving throw or fall prone.   If Quake breaks any object, creatures on that object take full damage.  

Body Iron

  As a Reaction to adrenaline, you can spend 2 Moxie to increase your AC is increased by 2 + 1 for every other stage (max 25) for 2 turns.  

Frost

   
StageBuffSelf-InflictedFlux Minimum
1 1d6 Frost Damage 1
2 1d8 Frost Damage 1d4 Frost Damage 2
3 1d8 Frost Damage   Resistance to non self-inficted frost damage 1d6 Frost Damage 3
4 1d10 Frost Damage   Resistance to non Self-inficted frost damage   Cannot slip on ice 1d8 Frost damage 4
5 1d10 Frost Damage + 1d4 Physical damage of your choice   Resistance to Frost damage   cannot slip on ice 1d12 Frost Damage 5
   

He was a Figure Skater-boi, she said see you later-boi!

  Movement speed on ice is doubled. When you reach infusion stage 3 you can conjure ice beneath your feet for a distance equal to 1d10ft per stage + half your movement speed for 1 Moxie.  

What Sunk The Titanic (whatever that is)

  For 2 Moxie, strike a target for 1d10 per Infusion Stage bonus damage, however they only take damage from one die per turn in an order of your choosing. Does not consume an action.  

Frost Cannon

  For 1 Moxie you can remove up to 5 of your AC to increase your movement speed by 5ft and make your next unarmed strike deal 1d6 bonus Frost damage per 1 AC sacrificed. Can apply a slow that lasts for 1 turn per AC sacrificed.  

Act in Vision, Blizzard

  +1 initative for every enemy within 40ft when combat starts. If your intitative is highest, you can spend 2 Moxie to activate Frost Infusion at Stage 3.  

Chaos

  The powers of chaos are often deemed too corruptive and twisted to wield by many colleges. But the Brawler knows that chaos only corrupts if you are too weak or too sane to accept its grace. When Chaos empowers the body of a Brawler, Order be damned.    

Void

   
StageBuffSelf-InflictedFlux-Maximum
1 1d10 Void damage   Unarmed Attacks have reach Opportunity Attacks trigger automatically on Allies 10
2 1d12 Void Damage   Unarmed Attacks have reach Opportunity Attacks trigger automatically on Allies   1d6 Void damage 9
3 1d12 Void Damage   Unarmed Attacks have reach   Unarmed Attacks can entangle targets with void magic Opportunity Attacks trigger Automatically on Allies   1d6 Void Damage 8
4 1d12 Void Damage   Unarmed Attacks have reach   Unarmed attacks can entangle targets with void magic   Entangled targets can be lifted and thrown with ease Opportnity attacks trigger automatically on allies   1d6 void damage   Disadvantage on wisdom saving throws. 7
5 1d12 Void Damage   Unarmed Attacks have reach   Unarmed attacks can entangle targets with void magic   entangled targets can be lifted and thrown with ease   Cannot lose control Opportunity attacks trigger automatically on allies   1d8 void damage   Disadvantage on wisdom saving throws 6
   

Grim Sanctuary

  For 1 Moxie, manifest a 20ft void aura with you at its center for 1d6 turns. Only entities in that aura can attack creatures in that aura, Entities that enter the aura, or are in the aura when it manifests, cannot leave. Entities in the aura cannot trigger oppertunity attacks, all buffs and debuffs are paused on entities within the aura until aura ends.  

Behold, Entity, Violence Of Illusioned Dementations

  For 2 Moxie burst void magic in a 30ft radius, entities within that raidus must make a wisdom saving throw or they see you as the person or thing they fear most and become frightened. If what they fear most just so happens to be you, your successful strike against them is automatically a crit.  

Together in Darkness

  Allies you entangle are no longer damaged by it, can dispel it with ease at any time and gain the benefits of sanctuary. You can entangle allies just by touching them. For 1 Moxie you can drain up to 4d12 of your health to heal your allies for the amount of damage taken. Adrenaline triggers automatically for the self damage taken.  

Apart by Husk

  For 1 Moxie, swap your location with anything of equal size or smaller, living beings included. If the target does not want to be teleported, they can make an Intelligence saving throw. If they attempt to resist, and fail, they are driven mad for 1 turn.  

Blood

   
StageBuffSelf InflictedFlux Number(s)
1 1d4 Slashing damage   +1d4 slashing or piercing damage for every bleeding creature within 10ft.   Attacks can apply bleed Bleeding Stage 1 (if not already) 1
2 1d4 Slashing damage   +1d4 slashing or piercing damage for every bleeding creature within 10ft.   Attacks can apply bleed   Attacks against bleeding targets heal you for half of the bonus damage dealt Bleeding stage 1   +1d4 extra bleed damage   cannot heal damage taken from bleed 1,10
3 1d6 Slashing Damage   +1d6 slashing or piercing damage for every bleeding creature within 10ft   Attacks can apply bleed   attacks against bleeding targets heal you for half of the bonus damage dealt Bleeding stage 2   Cannot heal damage taken from bleed 1,10,5
4 1d6 Slashing Damage   +1d6 slashing or piercing damage for every bleeding creature within 10ft   Attacks can apply bleed   attacks against bleeding targets heal you for half of the bonus damage dealt   Advantage on saving throws Bleeding stage 2   +1d6 extra bleed damage   Cannot heal damage taken from bleed 1,5,9,10
5 1d12 Slashing Damage   +1d4 slashing or piercing damage for every bleeding creature within 10ft.   Attacks can apply bleed   Attacks against bleeding targets heal you for half of the bonus damage dealt   advantage on saving throws   Attacks against bleeding targets have advantage   Stop bleeding when infusion ends. Bleeding Stage 3   Cannot heal damage taken from bleed   +1d4 bleed damage for every bleeding creature within 10ft. 1,2,5,9,10 and above
 

Run Run! Run Run! The Hysteria Comes!

  For 3 Moxie, every bleeding creature within 50ft of you must make a wisdom saving throw, creatures that fail, or choose to fail, are driven into a Blood Craze for 1d4 turns and can only attack creatures that are not Blood Crazed with unarmed attacks. Unarmed attacks from creatures with Blood Craze forces their target to make another saving throw. If A target is successfully infected, the infector gains an additional turn of Blood Craze. When Blood Craze ends, victim is immune until they take a long rest.  

Feed The Mind, Control the Husk

  For 1 Moxie, as a reaction or action, can make wisdom and intelligence saving throws as Strength saving throws for 1d4 + your Strength Modifier turns. If you lose control of your body, you can counter roll any actions you make while not in control.  

Bonesaw is Ready!

  Take half damage from bleeds. For 1 Moxie, as a reaction to an attack or as a bonus action, force every creature within 20ft to make a wisdom saving throw or any attack on any creature other than you is disadvantaged for 1 turn + 1 turn per Infusion stage.  

The Healing is not as rewarding as the Hurting

  You can create a Blood Bond to a creature within 15ft, anytime you recieve healing, they recieve half as much healing. For 2 moxie, Blood Bond can link from anyone connected to you as long as they are within 15ft of you or your linked creature. Bleed damage is split between linked creatures.    

Spectral

   
StageBuffSelf-InflictedFlux Minimum
1 1d8 spectral damage 1d4 spectral damage 2
2 1d8 spectral damage   Advantage on magic saving throws 1d6 spectral damage 2
3 1d10 Spectral Damage   Advantage on magic saving throws   unarmed attacks ignore resistances 1d6 spectral damage   magic damage taken deals extra damage equal to xd4 with x being equal to damage dice rolled. 4
4 1d10 Spectral Damage +1d4 spectral damage   Advantage on magic saving throws   unarmed attacks ignore resistances 1d8 spectral damage   magic damage taken deals extra damage equal to xd4 with x being equal to damage dice rolled. 4
5 1d10 Spectral Damage +1d6 spectral damage   Advantage on magic saving throws   unarmed attacks ignore resistances   Can astral project to make unarmed attacks against creatures within 30ft. 1d8 Spectral damage   magic damage taken deals extra damage equal to xd6 with x being equal to damage dice rolled 6
   

Tag Team

  You can project a physical echo of your spirit for free for 1 turn that can only exist within a 15x15fx15ft radius around you. This echo can make a movement equal to half of your remaining movement and can only make movements you could feasibly do, and can make a single non attack action and a single non attack bonus action. The Echo can be recasted an additional time per Infusion stage (if any). For up to 3 Moxie you can create an additional Echo for each Moxie point spent that follow the same rules, however your original Echo can make attack actions and bonus actions that do not benefit from infusion.  

Seek

  For 1 Moxie, Mark a target with Impending Doom, giving them disadvantage on all dexterity and strength saving throws. Gain the Spell Hunter's Mark.  

Unputdownable

  When you are knocked unconcious, you can spend all of your Moxie to Astral Project your spirit to continue fighting. Astral Projection has health equal to 1d10 per Moxie point spent + half of your brawler level. When Astral Projection perishes, the body enters its death saving throw phase.  

Summon Hope

  You can teleport to any willing creature within 50ft once per short rest. For 1 Moxie, you can leave a projection of yourself that last 1d6 turns that you can return to at will. You can teleport any willing creature with you for addtional Moxie in either direction.    

Death

   
StageBuffSelf-InflictedFlux Countdown (Base 10)
1 1d4 necrotic damage 1d4 necrotic damage -1 per turn
2 1d4 +X necrotic damage with X being equal to every turn below 10 on Flux Countdown (X triggered on first attack) 1d6 necrotic damage -1 per turn
3 1d4 +X necrotic damage with X being equal to every turn below 10 on Flux Countdown (X triggered on first attack)   Damage delayed by Adrenaline reduced by 1d4 dmg per turn. 1d6 necrotic damage -1 per turn
4 1d4 +X necrotic damage with X being equal to every turn below 10 on Flux Countdown (X triggered on first attack)   Damage delayed by Adrenaline reduced by 1d4 dmg per turn   When Adrenaline depleats, or if total damage delayed reduced to 0, heal for the amount of damage reduced. 1d8 Necrotic Damage   the first attack against you after your turn deals extra damage equal to every turn below 10 on the Flux Countdown. -2 per turn
5 1d6 +X necrotic damage with X being equal to every turn below 10 on Flux Countdown (X triggered on first attacks)   Damage delayed by Adrenaline reduced by 1d6 dmg per turn When Adrenaline depleats, or if total damage delayed reduced to 0, heal for the amount of damage reduced.   Recharge Adrenaline, when Adrenaline depleats, another charge is added (even if infusion ends), can only be triggered once per short rest.   Death Saving Throws must fail 3 times in a row to kill you. 1d8 Necrotic damage   the first attack against you after your turn deals extra damage equal to every turn below 10 on the Flux Countdown.   Retain infusion when reduced to 0hp in combat, but do not take self damage.   Disadvantage on death saving throws.   If stabilized or healed by an external source, infusion ends. -2 per turn
   

Judgement

  For 2 Moxie, you can teleport to any creature that has attacked you in the last 3 turns.  

Grim's Grace

  When you are healed by an external source, you heal your healer for half the amount healed. For 1 Moxie you can teleport to an a creature that has failed a saving throw and make the saving throw for them.  

Rush Rusher

  When Adrenaline Rush triggers, +2 to initiative. For 1 Moxie, as a reaction, you can stack an additional use of Adrenaline rush that ends after 3 turns and cannot prevent more than 20 damage.  

Death's Garden

  When you are knocked unconcious, your body is protected by Death's Garden, that prevents all damage until you are stabilized, healed, or killed. For 1 Moxie you can give yourself advantage on a Death Saving Throw. Any entity within 50ft of your choosing that is knocked unconcious can have Death's Garden cast on them as a reaction.    

Order

 

Holy

   
StageBuffSelf-InflictedFlux Minimum
1 1d12 Radiant damage   Radiant damage heals allies within 20ft for half radiant damage dealt Disadvantage on saving throws 2
2 1d12 Radiant damage   Radiant damage heals allies within 20ft for half radiant damage dealt Disadvantage on saving throws 2
3 2d6 Radiant damage   Allies within 40ft are granted guidance for 1d4 turns. -1d4 to all attack rolls. 5
4 2d6 radiant damage   Enemies within 20ft have disadvantage on all attacks unless they are against you   Gain 2d10 temporary health   Blindsight 20ft. Blinded 2
5 2d6 Radiant damage   Allies heal equal to radiant damage dealt   You recieve healing equal to half radiant damage dealt   Blindsight 20ft Blinded   Cannot regress to stage 4   When your turn ends, cleanse holy infusion and automatically trigger a Flux   You cannot reach stage 5 until a short rest. 0

Martyr

  for 1 Moxie, Enemies within 10ft are forced to make their first attack action against you and have disadvantage on attack rolls against you for 1 turn.  

Ain't No Angel

  For 2 Moxie, sprout heavenly wings that can fly you half of your movement speed for 2 turns, each wing can make an unarmed strike that deals radiant damage.  

Saint (kinda've)

  Whenever you Help an ally you heal them for half of your Brawler level. +1 to all attack rolls for every different ally you heal or buff per turn.  

Fist of Smite

  For 2 Moxie, Make an Unarmed strike that deals 2d12 Radiant damage and can apply stun.    

Arcana

   
StageBuffSelf InflictedFlux
1 1d4 of your chosen element   1d4 Force Damage Vulnerable to chosen element 1
2 1d4 of your chosen element   1d4 Force Damage   Opponents targeted by your first unarmed attack are vulnerable to chosen element (unless immune) Vulnerable to chosen element   1d4 Chosen Element damage (triggered on first attack) 2
3 1d4 of your chosen element   1d6 Force Damage   Opponents targeted by your first unarmed attack are vulnerable to chosen element (unless immune) Vulnerable to Chosen Element   1d4 chosen element damage (triggered on first attack)   Cannot recieve healing from External sources 3
4 1d6 of your chosen element   1d6 Force Damage   Opponents targeted by your first unarmed attack are vulnerable to chosen element (unless immune) Vulnerable to Chosen Element   1d4 chosen element Damage (triggered on first attack)   Cannot recieve healing from External sources 4
5 1d6 of your chosen element   1d6 Force Damage   Opponents targeted by your first unarmed attack are vulnerable to chosen element (unless immune)   Self Inflicted element damage is halved. Vulnerable to Chosen Element   1d6 chosen element Damage (Triggered on first attack)   Cannot recieve healing from External sources 5
   

An Extra Hand

  You can summon a Brawler's Mage Hand as an Action within a 20ft radius around you. Brawler's Mage Hand has health equal to 1d6 for every 2 Brawler levels, and deals unarmed attack damage equal to your unarmed attack damage, as well as benefitting from Infusion. For up to 4 Moxie, you can increase the size of Brawler's Mage Hand by 1 increment per Moxie spent, the first of which being Tiny.  

Overbearing Will

  Cannot be Frightened. You can spend 1 Moxie Point as a reaction to negate any negative effect once per turn, you can spend an additional Moxie point to redirect that negative effect to another creature.  

Kindred Spirits

  as an action, link your spirit with a willing creature, you and that creature share all buffs. For 1 moxie you can grant them resistance to any elemental damage type for 1 turn.  

Fluxborne

  As a reaction to a Flux being triggered, you can preview the flux and choose whether or not to reroll it. Everytime a Flux triggers you gain 1d10 + 10 Temporary Health (max 20).    

Demonic

   
StageBuffSelf InflictedFlux Minimum
1 1d4 Demonic Damage Damage equal to half bonus damage dealt   Infusion requires concentration 0
2 1d4 demonic Damage Damage equal to half bonus damage dealt   Infusion requires concentration   Cannot regress Stages 0
3 2d4 Demonic Damage   First Attack can remove a target buff   Cannot be targeted by spells   Movement speed increased by 10ft Cannot benefit from effects like Guidance   Infusion Requires Concentration   Stages Regress when using Heartbeat Manuevers   Regressing 3 times after reaching this point cancels Infusion 6
4 2d4 Demonic Damage   First Attack can remove target buff   Cannot be targeted by spells   Movement speed increased by 10ft   Cannot benefit from effects like Guidance   Infusion Requires Concentration   Stages Regress when using Heartbeat Manuevers 6
5 3d4 Demonic Damage   First Attack can remove target buff   Cannot be targeted by spells   Movement speed increased by 15ft Cannot benefit from effects like Guidance   Infusion Requires Concentration   Stages Regress when using Heartbeat Manuevers 6
   

Torment

    For 1 Moxie, Make an unarmed attack against a creature that deals 2d6 bonus damage, target must make a constitution saving throw or their recieved healing is halved for 3 turns.    

Pardon

  For 1 Moxie choose 1 creature to pardon, their next sin has advantage.  

Hell Hath No Fury

  As a reaction you can spend 1 Moxie as to redirect a spell targeting any creature within 30ft to you instead.  

Pay The Cost

  Anytime you remove a buff from an enemy, you can spend 1 Moxie to apply it to any other creature. Removing a buff from a target heals you for 1d6 per turns remaining on the stripped buff.  

Mana-kin

starting at 6th level choose up to three Neutral Heartbeat Manuevers harnessing your Moxie.  

Punching Air

Spend 1 Moxie to allow you to make ranged attacks (60ft/100ft) with infused unarmed strikes.  

Dragonsoul

Spend 1 Moxie to expel your infusion as a breath attack with a range of 3ft per stage that deals 2d12 Infusion Element + Infusion bonus damage.  

Spiritburn

Spend 1 Moxie to take 1d8 damage per infusion stage to negate the negative effects of infusions for 1 turn.  

Mana Shell

Spend 1 Moxie to grant yourself 10 + 1d6 per infusion stage Temporary Health as an elemental shield Or refresh a charge of Adrenaline.  

Burst

for 2 Moxie make an unarmed strike for every infusion stage and expel infusion. If you have no infusion, spend 1 Moxie and make three unarmed strikes.  

Silent Fist

For 1 Moxie, make any unarmed strike not infused advantage for 1 turn.  

Dance With Elements

For 1 Moxie, create a 5ft x 5ft platform or mass of your infused element below or around your feet, the movement speed of this platform is equal to your movement speed + 5ft per Brawler Level. If the platform element is capable of flight, flight speed is equal to your movement speed + 5ft per Brawler level. Platform dissapaits when movement is used up or after 6 turns.   If you do not have an infused element, your movement speed is increased by half of your base movement speed and jump distance increased by 10ft.  

Duality

At 11th level, choose a second element to infuse your spirit with. When using two infusions, the combined stages of your infusions must be 5 or below, if they combine to make 5 and you progress a stage, one stage must regress to allow the progression to be used. You gain resistance to your infused damage types, which reduces self damage.   Choose 2 Elemental Heartbeat Manuvers from your new Infusion. You can equip a maximum of 3 Elemental Hearbeat Manuvers, and can swap out Manuvers after a long rest.  

Ring Of Brass

 

Grit, Spit, and a Whole Lotta Duct Tape.

At 3rd level, gain 3 Grit, and gain an additional grit every 2 levels, and choose 3 Bruiser Manuvers to spend your Grit on.  

Didn't Hear No Bell

As a Reaction to taking Crit damage, you can trigger Adrenaline for 1 Grit. If the damage you take would knock you out, you gain temporary health equal to half of the damage taken.  

Breakthrough

For 1 Grit your next unarmed attack ignores physical resistances and for 1 turn you gain resistance to all physical attacks.  

Unacceptable

For 1 Grit, Make an unarmed strike that deals 1d4 per Brawler level bonus damage, that target has disadvantage on all attacks unless they are against you. Can additionally trigger as a reaction to an ally being attacked by a target within melee range.  

Unbelievably Sturdy

For 2 Grit, Make a forceful unarmed strike using your body, dealing bonus damage equal to your AC (max 25). If you use this against an object or construct Bonus Damage ignores any resistances or immunity.  

What Doesn't Kill You

For 2 Grit give yourself disadvantage on all saving throws and give enemies advantage on attacks against you for 1 turn, damage you take from attacks are halved. When the effect ends, you gain resistances to all damage types suffered for 3 turns.  

Bodyguard

For 1 Grit, link up with an ally within 5ft of you, anytime that ally moves, you can choose to move with them, on their first attack you make an additonal unarmed strike to a target of your choosing within 5ft of your linked ally and vise versa. You can roll Strength or Constitution saving throws for them, and they can make their Proficient Saving Throws for you. Link up ends if either individual moves farther than 5ft from the other.  

Purge Weakness

For 1 Grit, dispell any non-physical negative effects from you and allies within 20ft. For each negative effect dispelled, you and allies within 20ft gain 1d4 Temporary Health and immunity to that effect for 4 turns.  

Thug

For up to 5 Grit, make an unarmed attack against a target that deals half damage, that target has -1d4 per Grit spent to all their rolls for 1 turn.  

Spell Grabber

As a reaction to being targeted by a spell, you can spend 1 Grit to reduce the damage of that spell by 10 + your Constitution Modifier + your Brawler level, if damage is reduced to 0 you can recast the spell to any target within range.    

Face your Fears

For 1 Grit, remove the frightened effect on a friendly target or yourself. Targets cleansed this way trigger the cleanse for any friendly target within 10ft of them.    

Undefeatable

Starting at 6th level You can replace either your Strength or Constitution modifier bonus to your Armored Skin AC with your Strength or Constitution Modifier.   Your Death Saving Throws are done with advantage, if you stabilize through Death Saving Throws you can choose to revive with temporary health equal to half your maximum hp.   Choose 2 Additional Bruiser Manuvers  

Self Made Terms

Starting at 11th level whenever you fail a roll you are proficient in you can consume 3 Grit to reroll using your Strength Modifier.  

Ring of Anarchy

 

Street Fighter

At 3rd level, gain 5 maximum Momentum, starting at 0, You gain 1 Momentum for any Unarmed attack, sprint, or jump action, and lose 1 momentum for every non-attack non-movement action. For each stack of Momentum, your movement speed is increased by 5ft and your jump distance is increased by 2.   Additionally, choose 3 Burst Manuvers, any Burst Manuver that acts as an action can be used as a Bonus action, and any reaction Burst Manuver does not consume your Reaction.  

Yeet!

For 1 Momentum, make an advantagous throw action an object or creature that deals Unarmed attack damage (tossed object or creature suffers unarmed damage as well if you choose).  

Running Riot!

For 1 Momentum, make a sprint action and an unarmed attack action that deals 2d8 additional unarmed attack damage and can knock the target off balance.  

Square Up

For 1 Momemtum, as a Reaction or an action, attempt to disarm an opponent and deal 1d12 damage as an unarmed attack. Additionally you can take their weapon from their hand.  

Tantrum

For 1 Momentum make an unarmed attack that deals 1d8 + 1d12 per negative effect additional damage.  

Pshyce Up

For 1 Momentum, encourage yourself or an ally, granting them Hype. Hype can be used by the buffed creature to use your Strength Modifier for any attack roll or add your unarmed attack damage to their damage roll.  

Dropkick

For 1 Momentum you can make a jump action that also counts as an attack action, and share a roll. The unarmed jump deals 2d8 additional damage and knocks the target away from the landing zone. target must make a Dexterity saving throw, if they fail, they launched 5ft + 5ft per remaining momentum and are knocked prone.  

Beatdown

For 1 Momentum, make an unarmed attack that triggers an additional unarmed attack with -1d4 to its roll and damage. Additional unarmed attacks can trigger another additional unarmed attack, increasing the roll and damage negation die by 1 stage until you reach -1d12. If you succeed on the last additional attack, attack crits automatically.   Can only be used once per short rest.  

Tis but A Flesh Wound

When Adrenaline triggers, you can use 1 momentum as a reaction to negate any status effects the delayed damage would apply.  

Bounce Back

You can spend 1 Momentum to succeed any saving throw that would knock you prone or knock you off balance.  

Cheap Shot

For 1 Momentum, you can make an unarmed attack as a reaction to a melee attack made by any creature within melee range, dealing 1d12 additional damage and cancelling the attack.  

Fight Dirty

Starting at 6th level, improvised weapons count as Brawler Weapons. The first time you pick up any weapon, that weapon is considered a Brawler weapon and you gain proficiency with it for 1 turn, which can be extended using Momentum.   Stowed weapons can be drawn in combat and used as proficient Brawler weapons for 3 turns, with a 3 turn cooldown.   When combat begins you can sacrifice 10ft of movement for +2 initative and 1 charge of momentum, up to 30ft.   Choose 2 additional Burst Manuvers.  

Kinetic Movements

Starting at 11th level, you can consume Momentum to make any non-attack action for free. Unarmed attacks are considered as Force damage.

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Kushtaka2.

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