Brawler

*Out on the trail, knowing how your weapon works can be the difference in killin’ and being killed. Brawlers take a shortcut by becoming weapons themselves. Through tireless training, Brawlers fight with the hands and feet their were born with, often with devastating effects. In a world where ranged combat is becoming all the more common, Brawlers thrive on gettin’ up close and personal.*

## Class Features

As a brawler, you gain the following class features.

#### Hit Points

* **Hit Dice:** 1d10 per brawler level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per brawler level after 1st

#### Proficiencies

* **Armor:** None
* **Weapons:** None
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Stealth, Sleight of Hand, Streetwise, and Survival

#### Equipment

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

* a trinket taken as a trophy from your first fight
* (a) a frontiersman's pack or (2) explorer's pack

### Iron Chin

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + the highest two numbers between your Strength, Dexterity and Constitution modiers.

### Fisticuffs

At 1st level, your experience has given you mastery over combat styles that use unarmed strikes and brawler weapons, which are any improvised weapons.

While you are unarmed or using only brawler weapons and you are wearing light or no armor and not using a shield, you can roll a d4 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain brawler levels, as shown in the Fisticuffs column on the Brawler class table.

### Pugilistic Preferences

At 1st level, you choose a fighting style that determines how you use your training to overcome enemies. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 15th level. This choice cannot be changed once made.

* Quick Son of a Gun
* Roughhouser

### Dirty Fighting

At 2nd level, When you hit an enemy with an unarmed or brawler weapon attack you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can’t take reactions until the end of your next turn.

The DC for these effects is calculated as 8 + your choice of Strength or Dexterity modifier + your proficiency bonus.

You can use this a number of times per day equal to your proficiency bonus.

### Quick Footwork

At 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.

The number of attacks increases to three when you reach 11th level.

### Shake it Off

At 6th level, you gain the ability to bring yourself back from tough moments to finish off a fight. As an action, you can regain hit points equal to three times your brawler level.

You must complete a long rest before you can use this feature again.

### Fists of Fury

At 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

### Chaotic Combatant

At 7th level, you’re used to fighting in complete chaos and have learned to utilize it for yourself. You gain the following benefits:

* When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
* As a reaction, when a creature misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. You can use this feature a number of times per day equal to your proficieny bonus.

### Intense Focus

At 9th level, you have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.

### Puncher's Chance

At 13th level, when you make an ability check, an attack roll, or a saving throw and have disadvantage, you can choose to negate this disadvantage.

You can use this feature three times before needing to complete a long rest.

### Unbreakable

At 14th level, you gain proficiency in all saving throws.

Additionally, once per long rest, whenever you make a saving throw and fail, you can reroll it and must take the second result.

### Knock Out

At 17th level, when you hit with an unarmed strike or brawler weapon you can try to knock out the opponent instead of dealing damage. Roll 10d12 + your brawler level; if the total is equal to or greater than the creature’s remaining hit points, it falls unconscious for 10 minutes.

### Fighting Spirit

At 18th level, when you are reduced to 0 hit points, you gain half of your maximum hit points and gain a level of exhaustion.

You cannot use this feature again until you complete a long rest.

### Champion

At 20th level, your Strength, Dexterity and Constitution ability scores increase by 2 to a maximum of 22.

Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1.