A drunken woman grabs a bottle off the table, spinning around, slamming it into the side of a Marine Officer's head, catching him entirely unaware.
Flames wreath his fists as a Fishman batters into the Giant that stands before him. An onslaught that the massive foe never had a chance of withstanding.
Fists, Feets, and Fury are the tools at the disposal of a Brawler. Always rushing into the heat of a scrap to get in on the fun.
Character Inspirations
This class is designed with the intent of allowing players to embody one of the numerous characters in One Piece that utilize their scrapiness and martial arts to best foes. A very large number of characters could be described as Brawlers from the Anime and Manga including Monkey D. Luffy, Sanji, and Mr. 2.
A Brawler can expect to be faster and better at unarmed attacks than anyone else on the battlefield.
Quick Build
To quickly create a Brawler, follow these suggestions. First, put your highest ability score in Strength or Dexterity followed by Constitution. Second, choose Enhanced Human as your species.
HIT POINTS
Hit Dice: 1d12 per Brawler level
Hit Points at 1st Level and beyond: 12 + your constitution modifier
ENERGY POINTS
Energy Dice: 1d6 per Brawler level
Energy Points at 1st Level: 6 + your Constitution modifier
Energy Points at Higher Levels: 6 + your Constitution modifier per Brawler level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Climbing Claws, Brass Knuckles, Tonfa, and Jitte.
Tools: One of your choice
Saving Throws: STR, DEX, CON
Skills: Four from Acrobatics, Athletics, Intimidation, Perception, Insight, Endurance, Navigation, Stealth, Slight of Hand, or Survival
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Unarmed Stance
At 1st level, you gain a Brawler fighting stance and a Fighting Style.
Brawler’s Fist
Additionally, at 1st level, you have mastery of combat styles that primarily use unarmed strikes and Brawler weapons, which are Simple Melee Weapons, Brass Knuckles, Climbing Claws, Jitte, Tonfa, or Combat Prosthetic. You gain the following benefits while you are unarmed or wielding only Brawler weapons:
You can use Strength or Dexterity for the attack and damage rolls and Save DC calculation of your unarmed strikes, Brawler weapons, Brawl Techniques, and the Athletics skill.
You can roll a d6 in place of the normal damage of your unarmed strike or Brawler Weapons that you are proficient with. This increases to a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.
Brawler’s Defense
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + Proficiency + Dexterity or Strength Modifier (max +3). Beginning at 5th level, you learn how to blend your martial prowess to mimic the best of armor smiths. You gain 2 guard slots, which can be used to guard yourself with any Tier 1 armor upgrades you would like. Guarding yourself with such a property must be done over the course of a full rest. Additionally, you cannot gain the benefit of this feature while you are not using this feature's AC calculation. You gain access to 1 additional slot at 9th level which can be used for a Tier 2 upgrade, and 1 additional slot which can be used for a Tier 3 upgrade at 13th level, and 1 additional slot which can be used for a Tier 4 upgrade at 17th level.
Combo Breaker
At 2nd level, you've learned to string together attacks into devastating combos. Each time you successfully land an unarmed attack or an attack with a Brawler weapon, you gain a Combo die, which is a d6. When you miss with an unarmed strike or Brawler weapon, you lose half your Combo die (rounded up). You can have a maximum number of Combo die equal to your proficiency bonus. These Combo die can be used to fuel and enhance your Brawler attacks and Brawl techniques. The Combo die size increases as you level up, at level 9 they become a d8, and at level 17 they become a d10.
Unencumbered
Also, at 2nd level, your speed increases by 5 feet while not wearing Heavy Armor. This bonus increases to 10 feet at 6th level, 15 feet at 9th level, and 20 feet at 13th level.
Penetrating Combo: When you land an unarmed attack, attack with a Brawler weapon, or Brawl Technique, you may roll your Combo die. The target loses that amount of DR (rounded up) until the end of your next turn.
Opening Combo: When you land an unarmed attack, attack with a Brawler weapon, or Brawl Technique, you may spend up to 3 Combo die. The target loses AC equal to the number of die spent until the end of your next turn.
Defensive Combo: As a bonus action, you can spend any number of Combo die and gain half that amount of DR (rounded up, max 5 DR) until the end of your next turn.
Blocking Combo: As a reaction to taking damage, you can roll any amount of Combo die and reduce the incoming damage by that amount.
Combo Finisher: You can spend Combo die to quicken the casting time of a Brawl technique with the Unarmed keyword or Weapon keyword that uses a Brawler weapon as a component to a Bonus Action. For each rank of the technique, this requires more Combo die (Basic 1, Blue Sea 3, Paradise 6, Ocean Floor 8, New World 12).
Reflex Combo: Once per turn, you can spend a Combo die to make an unarmed attack against a creature within your unarmed attack range. On a successful hit, roll the Combo die and add the result to your damage. This attack does not generate Combo die.
Combat School
At 3rd level you select which Combat School you trained in. This selection gives you features at 3rd, 10th, 14th and 18th levels.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Pushing Limits
At level 7, choose Charisma, Intelligence, or Wisdom. You gain proficiency in the Saving Throw of your choice. Additionally, choose one of the benefits below:
Strength: When you succeed against a Strength Saving throw from a melee effect that attempts to grapple, restrain, move you, or knock you prone, you may use your reaction to force the attacker to make a Strength Save against your Brawl DC. On a failure, they are knocked prone or pushed 10 feet away (your choice).
Constitution: When you are forced to make a Constitution Saving throw, you can roll 1d4 on a failure and delay the effects of the failure for that many rounds. Additionally, when a Constitution Save would require you to repeat a Save to end its effects early, you can automatically end one additional effect of your choice.
Dexterity: When a Technique allows you to make a Dexterity save to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. You can also roll a Combo die and subtract the result from the damage taken.
Punishing Strikes
Additionally, at level 7, each consecutive unarmed attack or Brawler weapon attack you land in a turn is more devastating than the last. When you would land a second unarmed or Brawler weapon attack in a turn, you deal an additional 1d4 damage. This die size increases (1d4, 1d6, 1d8, 1d10, 1d12) for up to three consecutive attacks in a turn. Additionally, your unarmed and Brawler weapon attacks ignore DR as a result of armor bonuses (including crafting).
God’s Fists
At 15th level, your unarmed and Brawler weapon strikes are a force to be reckoned with. Your unarmed attacks gain +3 to attack and damage rolls and one weapon property of Master Rank or two properties of lower rank of your choice. These properties affect any unarmed or Brawler weapon Brawl technique you use.
Eye of the Storm
At 18th level, your unarmed and Brawler weapon attacks target a number of creatures of your choosing adjacent to you equal to your proficiency bonus, in addition to their original target. This effect can be used a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Perfected Body
At 20th level, your training has pushed you past normal mortal limits. Your Strength and Dexterity stat maximums are raised to 24, and you gain 4 ASI to distribute between these two stats. Additionally, when you roll for initiative and have no Combo die, you gain 1 Combo die.