Brawler Maneuvers

<Solo Class | Combat Archetype>

### Aching Blow

When you hit a creature with an unarmed attack, you can expend a combat point to make a wound that hurts continuously. At the beginning of its next turn, the target must succeed on a Constitution saving throw or suffer 1d4 damage for up to a minute. The target can repeat this saving throw at the beginning of each of its turns, ending the effect on itself on a success.

This effect does not stack.

### Counter

As a reaction when a creature makes a melee attack against you, you can spend 1 combat point to raise your AC by 2 against the triggering attack. If the attack misses you, you can make an unarmed strike against the creature as a part of this reaction.

### Dazing Blow

When you hit a creature with an unarmed strike, you can expend one combat point to make the target slow to react. The target must make a Constitution saving throw. On a failure, the target can't take reactions until the start of your next turn.

### Defense Breaker

When you hit a creature with an unarmed attack, you can expend one combat point to attempt to break its defense. The target must make a Strength saving throw. On a failure, the target provokes an opportunity attack from one of your allies within melee range of the target.

### Disrupting Strike

When you hit a creature with an unarmed strike, you can expend one combat point to disrupt the creature’s concentration. The creature has disadvantage on any Constitution saving throw it must make to maintain concentration as a result of the attack.

### Driving Blow

When you hit a creature with an unarmed strike, you can spend one combat point to attempt to drive the target back. The target suffers normal damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

### Glancing Blow

When you miss with an attack roll and did not roll a 1, you can use your reaction to expend a combat point and make the attack a glancing blow. The creature takes half the damage your weapon would normally deal on a hit, rounded down.

### Grappling Blow

When you hit a creature with an unarmed strike on your turn, you can spend one combat point and attempt to grapple the target as a part of the same action (see the Player's Handbook for rules on grappling).

### Grounded Sweep

When you are prone and a creature makes a melee attack roll against you, you can expend one combat point and use your reaction to attempt to trip it using a free hand or foot. The creature must make a Dexterity saving throw or fall prone and have its movement reduced to 0 for the rest of the turn. If the trip succeeds, the creature takes 1d8 bludgeoning damage.

### Lunge

When you make an unarmed strike on your turn, you can spend 1 combat point to increase your reach for that attack by 5 feet.

### Pin

When you hit a creature with an unarmed strike, you can expend a combat point to pin the target in place. If the target is your size or smaller, it must make a Reflex saving throw. On a failure, its speed is reduced to 0 until the end of your next turn.

### Tripping Blow

When you hit a creature with an unarmed strike, you can spend one combat point to attempt to knock the target down. The target suffers normal damage, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.