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Unarmed Brawler: RPG Meme Gallery

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Unarmed Brawler​[​edit​]

The Unarmed Brawler class relies on unarmed attacks and tough willpower. Strong muscles and hard punches
are what gives you the all to well known devastating raw power of the Unarmed Brawler. Most Unarmed
Brawlers live in poverty and in the slums or underground abandoned living areas of big city's. Often doing street
fights or bar brawls for quick coin when they need it, but will do any from of physical labor for some coin if the
terms call for it. As a poverty and hunger filled fighter, you never turn down any form of payment, often at times
even haggling for a higher pay if you deem it worthy. Living in poverty you are built tough and gritty, often
resorting to violence as a quick solution to any dispute or misunderstanding.

Credit to ​RPG meme gallery


Class Features
As a Unarmed Brawler you gain the following class features.

Hit Points

Hit Dice:​ 1d12 per Unarmed Brawler level

Hit Points​ at 1st Level:​ 12 + ​Constitution​ modifier

Hit Points​ at Higher Levels:​ 1d12 (or 7) + ​Constitution​ modifier per Unarmed Brawler level after 1st

Proficiencies

Armor:​ None

Weapons:​ None

Tools:​ None

Saving Throws:​ Strength and Constitution

Skills:​ Choose two from Acrobatics, Athletics, Intimidation, Performance, Perception, and Persuasion.

Equipment

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

■ Old sleeveless cotton shirt, worn out stiff fabric trousers, and old shoes made from boat
sales(canvas) with stiff rubbery leather soles.
■ Hand wraps
■ Water skin and five days worth of stale unsalted crackers.
■ If you are using starting wealth, you have 1d4 x 2 gold in funds.

Proficienc
y
Leve Unarmed Brawler's The
l Bonus Features Attack Rage uses Smash

1st +2 Unarmored Defense​, ​Brutal Pugilist​, 1d6 - -


Magic Aversion

2nd +2 Rage​, ​Reckless Punch 1d6 2 -

3rd +2 Training Regiment​, ​The Smash 1d6 2 2d8

4th +2 Ability Score Improvement 1d6 3 2d8

5th +3 Extra Attack 1d8 3 2d8

6th +3 Training Feature​, ​Mighty Blows 1d8 3 2d8


7th +3 Unshakable Resolve 1d8 4 3d8

8th +3 Ability Score Improvement 1d8 4 3d8

9th +4 Critical KO Punch 1d8 4 3d8

10th +4 Training Feature​, ​Immovable Object 1d8 4 3d8

11th +4 Enraged Willpower 1d10 4 3d8

12th +4 Ability Score Improvement 1d10 4 3d8

13th +5 Critical KO Punch​ (2) 1d10 4 3d8

14th +5 Training Feature 1d10 4 4d8

15th +5 Minor Bloodlust 1d10 4 4d8

16th +5 Ability Score Improvement 1d10 4 4d8

17th +6 Critical KO Punch​ (2) 1d12 4 4d8

18th +6 Toughened Rage 1d12 4 4d8

19th +6 Ability Score Improvement 1d12 4 5d8

20th +6 Champion 1d12 4 5d8

Magic Aversion​[​edit​]
This class is forbidden from any from of magic or spell casting of any shape or form. This includes cantrips,
rituals, and any ability that uses a spell slot. You can not remove this trait with any feat, magical item or with
multiclassing.

Unarmored Defense​[​edit​]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Constitution modifier + your Strength modifier.

Brutal Pugilist​[​edit​]
Beginning at 1st level, your life with fighters have turned your fists into dangerous weapons. You gain the
following benefits:
■ You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you
gain unarmed brawler levels, as shown in the Unarmed Attack column of the Unarmed Brawler
table.
■ You gain proficiency with the ​brass knuckle​ weapon. Once in each of your turns you can add the
damage die of the weapon to your unarmed strike.

Reckless Punch​[​edit​]
Starting at 2nd level, when you make your first attack on your turn, you can decide to make an unarmed attack
recklessly. Doing so gives you advantage on all unarmed attack rolls during this turn, but attack rolls against
you are rolled with advantage until the beginning of your next turn.

Brawler's Rage​[​edit​]
At 2nd level, on your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits
if you aren't wearing heavy armor:

■ You have advantage on all Constitution checks and saving throws.


■ You have resistance to any slashing, piercing and bludgeoning damage types.
■ When you use the Attack action with an unarmed strike on your turn, you can make one unarmed
strike as a bonus action.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on
your turn as a bonus action.

Once you have raged the number of times shown for your unarmed brawler level in the Brawler's Rages
column of the Unarmed Brawler table, you must finish a long rest before you can rage again.

The Smash​[​edit​]
Starting at the 3rd level you can now perform your official Sunday punch, "The Smash". You wind up and
deliver one of your most devastating punches to a single enemy.

Once in each of your turns, when you hit a creature with your unarmed strike, you can add 2d8 to the damage
caused by that attack. This damage increases as you gain levels in this class.

In addition, when you take damage from an attack made by a creature within 5 feet, you can spend one use of
your smash to counter that attack. You deal damage equal to your smash damage (without adding modifiers or
unarmed strike damage).

You can use this feature twice. You regain all expended uses on a short or a long rest.

Training Regiment​[​edit​]
At 3rd level, you chose this Training Method. Choose ​Iron Knuckle​ or ​Nimble Fighter​. All detailed at the end of
the class description. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.

Ability Score Increase​[​edit​]


When you reach 4th level, and again at 8th, 12th, 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​[​edit​]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mighty Blows​[​edit​]
Starting at the 6th Level, you punch so hard with your unarmed strikes that they cause internal hemorrhaging,
effectively bypassing any form of resistances and immunities to non-magical bludgeoning damage.

This does not affect constructs, but immunity to non-magical bludgeoning damage turns into resistance.

Unshakable Resolve​[​edit​]
Starting at the 7th level, your mental fortitude and overall stubborn mentality makes you difficult to being
frightened and charmed. You have advantage on any roll, for effect that renders you ​frightened​, ​charmed​ or
any effect that would alter or harm your state of mind.

Critical KO Punch​[​edit​]
Beginning at 9th level, you can roll one additional unarmed strike damage die when determining the extra
damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Immovable Object​[​edit​]
Starting at 10th level, your sheer mass of muscle makes you heavier then you look. While in combat, any
effects that would cause you to move unwillingly, now only move you for half the distance (rounded down).

Enraged Willpower​[​edit​]
Starting at 11th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC
10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the
DC resets to 10.

Minor Bloodlust​[​edit​]
At 15th level, your punches become as vicious as a shark bite. When you make a unarmed strike against a
creature that has half of its hit points or less, you make the attack at advantage.

If this attack is made as part of your reckless attack and misses, you can add a d4 to the highest roll.

Toughened Rage​[​edit​]
At the 18th level, while raging, you are now resistant to one additional damage type of your choice. You may
change the damage type after you complete a long rest.

Champion​[​edit​]
You have done it, you have exceeded many expectations and set forth on your goal, you have now achieved
the title of a true brawling Champion. At 20th level, you have unmatched endurance and power. Your Strength
and Constitution scores increase by 4. Your maximum for those abilities is now 24.

Iron Knuckle Training​[​edit​]


Your completely agonizing and painful training has granted you knuckles so hard its as if they are made of Iron.
Your Fists will feel like great warhammers in comparison to other unarmed attacks. You have also trained to be
as tough and durable as iron is compared to normal flesh.

Iron Stance

Starting at the 3rd level, no one said you had to be light on your feet to attack quickly, and whoever did has not
met you. At the start of your turn, when you choose to take the Attack action, and as long as you have not used
any of your movement, you can use your reaction to make an additional attack.

Enlarged Muscles

Starting at the 6th level, your muscles over harsh training and brutal abuse, have become harder then Raw
Iron. You gain a +2 to your AC as long as you are not wearing any form of armor or shield. Your carrying
capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks
made to push, pull, lift, grip, or break objects. (this does not stack with any other ability that that also increases
your carrying capacity and maximum lift).

Brute Force

Starting at the 10th level, through your agonizing training you have learned the perfect way to advance on
ranged opponents. When an opponent hits you with a ranged attack and you can see them, as a reaction, you
can advance in their direction an amount of distance equal to your race's moving speed. If you are within 5 ft of
the target, you can perform an unarmed strike during the same reaction with no other cost.

You can use this feature a number of times equal to your Constitution modifier. Once you expend all your uses,
you can't do it again until you complete a long rest.

The Wall
Finally, at the 14th level, you can add your Constitution modifiers too all of your saving throws. If you succeed
on a saving throw against an area effect, you can choose to fail the save, and any friendly target that is in a
90-foot cone behind you will succeed on the saving throw instead. You can choose to use this feature after
there saving throws are rolled and after the DM says if they fail or succeed. You can use this after the damage
is dealt.

Nimble Fighter Training​[​edit​]


You've Begun to start honing your razor-sharp Skills. Running sprints, and practicing on your speed bag, to
increase your lethality through lightning-fast punches and reflexes. Some might even say your hand speed was
not even noticeable to the average eye.

Nimble Fighting Initiative

At the 3rd level, You may add half your proficiency modifier to your initiative roll (rounded up).

Nimble Footwork

Beginning at 6th level, you gain +10 feet to your movement speed and no longer have movement penalties for
difficult terrain.

Critical Swift Fists

Starting at 10th level, your critical hit chance on all your unarmed attacks are now between the ranges of 19-20.
Instead of just 20.

Fighters Reflexes

Starting at 14th level, if an enemy attacks you or your allies while within your melee range of 5 feet, You can
use a reaction to attack them with an unarmed attack. If your attack roll is higher than that of your enemy while
being targeted, you only take half the damage the enemy dealt to you, while targeting your allies, they take no
damage.

Multiclassing​[​edit​]
Prerequisites.​ To qualify for multiclassing into the Unarmed Brawler class, you must meet these prerequisites:
Strength​ 13 , ​Constitution​ 13

Proficiencies.​ When you multiclass into the Unarmed Brawler class, you gain the following proficiencies: None

Penalties.​ When you multiclass into the Unarmed Brawler class, You will receive all the main penalties of this
class as well. Including the inability to use magic in any shape or form. Regardless of the other class your multi
classing into Unarmed Brawler with.

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