Enhanced Resistance
Classification: Brawl
Tier: Basic
Casting Time: 1 Reaction, Which you take when you fail a saving throw
Range: Self
Duration: 1 Round
Keywords: Brawl
Description: You focus energy throughout your body reinforcing it to attacks. You gain a +1 bonus to the next saving throw of your choice. This technique lasts until the start of your next turn.
At Higher Levels: This technique’s body reinforcement increases as you increase in level. Gain an additional +1 bonus at 5th Level (+2), 11th level (+3) and 17th level (+4).
Energized Movement
Classification: Brawl
Tier: Basic
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Keywords: Brawl, Mobility
Description: You transfer Energy to the bottom of your feet, creating a strong repulsive force upon release of this technique, increasing your movement speed momentarily. Increase your movement speed by 10 until the end of your next turn.
At Higher Levels: This technique's movement speed boost increases by 5ft at 5th level (15ft), 11th level (20ft), 17th level (25ft)
Energized Blow
Classification: Brawl
Tier: Basic
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Keywords: Brawl, Weapon/Unarmed
Description: As part of the action used to cast this technique, you must make a weapon or unarmed attack against one creature within the technique's range, otherwise the technique fails. On a hit, the target suffers the attacks normal effects and takes an additional 1d6 damage.
At Higher Ranks: This techniques’ effectiveness increases by 1d6 at 5th level (2d6), 11th level (3d6), 17th level (4d6)
Spin Sweep
Classification: Brawl
Tier: Basic
Casting Time: 1 Action
Range: 5 ft
Duration: Instant
Keywords: Brawl
Description: You spin with your weapon a kick rapidly creating a pulse of your power that erupts from your body. Each creature within 5 feet of you, other than you, must make a Strength saving throw or take 2d4 of your weapon or unarmed damage and are knocked prone.
At Higher Levels: This technique's effectiveness increases by 1d4 at 5th level (3d4), 11th level (4d4), and 17th level (5d4).
Bolstered Defense
Classification: Brawl
Tier: Basic
Casting Time: 1 Action
Range: Self
Duration: Instant
Keywords: Brawl
Description: You focus energy into the top layer of your skin, providing your resistance to Bludgeoning, Piercing, and slashing damage until the start of your next turn.
Rope Trick
Classification: Brawl
Tier: Basic
Casting Time: 1 Action
Range: Self
Duration: Instant
Keywords: Brawl
Description: You use your skill to feel the knots of ropes chains, and other tools used to bind and restrain you. This helps you figure out the best course of escape while trapped. While restrained or grappled, you can roll Sleight of Hand in place of the normally required skill check or saving throw at advantage. On a success, you are able to slip out of the grapple or restrained position, freeing yourself.
Thunderclap
Classification: Brawl
Rank: Basic
Casting Time: 1 Action
Range: Self (10ft radius)
Duration: Instantaneous
Keywords: Brawl, Thunder Affinity
Description:
You clap your hands together, creating a loud, thunderous sound, which can be heard 100 feet away. Each creature other than you within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d8 thunder damage.
At Higher Levels. The technique’s damage increases by 1d8 and its range increases by 5ft when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shocking Strike
Classification: Brawl
Rank: Basic
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Keywords: Brawl, Lightning Affinity
Description:
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes the base damage of your unarmed strike/weapon + 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels. The technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flame Strike
Classification: Brawl
Rank: Basic
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Keywords: Brawl, Weapon, Fire Affinity
Description:
You ignite your weapon and make a melee attack against a creature in range. The attack deals it’s regular damage + 1d4 fire damage, and you may deal 1d4 fire damage to a second creature within 5ft of the target.
At Higher Levels. At 5th level, the extra damage increases to 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Rock Slam
Classification: Brawl
Rank: Basic
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
Keywords: Brawl
Description:
You fling a rock at a creature you can see within range. Make a ranged brawl attack. On hit, the target takes 1d10 bludgeoning damage. On a critical hit, the target is knocked prone or 10 feet backwards (your choice).
The technique’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Whip Pull
Classification: Brawl
Rank: Basic
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
Keywords: Brawl, Weapon (Reach, Tripping)
Description:You use your whip to lash out toward a creature in range. Make a weapon attack against the target. If the attack hits, the creature takes the weapon damage + 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The technique’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Speed Walk
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Cost: 3 Energy
Keywords: Brawl, M
Description: You force energy throughout your body to gain a mastery of movement, allowing you to cover much greater distance in a shorter amount of time. Until the end of your next turn, you gain a 30ft bonus to your movement speed.
Body Reinforcement
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self
Duration: 8 Hours
Cost: 5 Energy
Keywords: Brawl
Description: This technique can only be used when you are not wearing Armor. You coat yourself in a Protective aura of energy, protecting you from damage. Your AC becomes 13 + Dexterity or Intelligence Modifier (Pick one) + Half of your proficiency Bonus. This technique ends if you wear armor or dismiss the technique as a Bonus action.
Bracing Posture
Classification: Brawl
Tier: Blues
Casting Time: 1 Reaction, which you take when you take damage.
Range: Self
Duration: Instant
Cost: 5 Energy
Keywords: HC, AH
Description: You drop into a defensive stance protecting you from the triggering attack. Roll 3d4, reducing the damage done to you, by the result.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the damage reduction by 2d4.
Heat Up
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action.
Range: Self
Duration: 1 Round
Cost: 4 Energy
Keywords: Brawl, M
Description: You release a surge of energy throughout your body, activating your bodies adrenaline production and kicking it into high gear for single swift moment while also increasing your bodies sensitivity to pain. You cannot reduce the cost of this technique by any means.
The next Brawl Technique you cast, that requires an attack roll increases its damage die by 1 Step until the end of your turn. (D4>D6>D8>D10>D12)
Additionally, until the beginning of your next turn, you gain vulnerability to the next instance of Bludgeoning, Piercing or Slashing damage from a hostile creature.
At Higher Ranks: For each rank you cast this technique above Blues increase the cost of this technique by 3. If this technique is cast a Paradise or higher, you reroll all 1’s, 2’s and 3’s taking the second result. If this technique is Cast at Ocean Floor or higher, increase damage dies by 1 additional step. If this technique is cast at New World or higher, the next Brawl Technique you cast that requires an attack roll ignores resistance & immunity. If this technique is cast at Laugh Tale, this technique's duration becomes 1 Minute, and counts for all Brawl Techniques and weapon and unarmed attacks.
Basic Haki Infusion
Classification: Brawl
Tier: Blues
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to one minute.
Cost: 3 Energy
Keywords: Brawl, AH
Description:
You use your basic understanding of Armament Haki to empower your blows. For the duration of this techniques your melee attacks count as Haki infused.
Elemental Infusion
Classification: Brawl
Tier: Blues
Casting Time: 1 bonus action
Range: Touch
Duration: Concentration, up to a minute
Cost: 5 Energy
Keywords: Brawl, W or Unarmed
Description: As a requirement to casting this technique, you must have access to at least one elemental affinity. You coat your weapon or fists in elemental energy befitting your chosen element, enhancing its lethality.
For this techniques’s duration, your weapon or fists deals the damage associated with the affinity you’ve infused into it. This cannot be changed once cast. The weapon gains a +1 bonus to attack and damage rolls if it doesn’t already. This bonus also applies to Brawl attacks made with the chosen weapon or fists if used as a component, if it doesn’t already.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3. If cast a Ocean Floor rank the bonus becomes a +2. If cast at Laugh Tale Rank, the bonus becomes a +3.
Avalanche Dance
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: 5 feet
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, M, Unarmed
Description: You strike at your opponent’s joints trying to make them crumble from the weight of their own body. Make a Brawl attack, dealing your unarmed damage + 3d4. The target must make a constitution saving throw being bruised.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the number of attacks they can make by +1.
Bestial Kick
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: 10 ft cone
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, Unarmed
Description: You perform a devastating round house kick with enough force to even effect creatures 10 feet away from you. Creatures in a 10-foot cone directly in front of you must make a Dexterity saving throw, taking your Unarmed damage + 2d8 and being knocked back 10 feet on a failed save. On a successful save, they only take half damage and are not knocked back.
At Higher Ranks: For each rank you cast this technique above D-Rank, increase the cost of this technique by 3 and damage by 1d8.
Dynamic Entry
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: 30 ft
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, Unarmed, M
Description: You perform a high jump kick that propels you towards a target creature you can see in range. Make a Brawl Attack. On a hit target creature takes 3d10 Bludgeoning damage. Regardless if you hit or miss, you end your movement within 5 feet of the original target.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and damage by 1d10.
Iron Strike
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: 5 ft
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, Unarmed, M
Description: You punch with enough force to tear through any defense your enemy might have. Make a Brawl attack. On a hit, they take your unarmed damage + 3d6. The target cannot react until after the damage has been applied.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the damage by 1d6.
Ensnaring Strike
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Cost: 4 Energy
Keywords: Brawl, M
Description: The next time you hit a creature with a melee weapon or unarmed attack before this technique ends, you manage to ensnare them with ropes, attempting to restrain them. The target must make a Strength saving throw or be restrained until the end of their next turn. A large or larger creature has advantage on the saving throw. While restrained by this technique, the target takes 1d8 piercing or slashing damage at the start of each of its turns.
Noble Impact
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, M
Description: You move in to strike your opponent by taking a regal series of attacks. Make four brawl attacks against a single creature within range. On a hit you deal 1d10 bludgeoning damage. If you successfully score 3 or more hits against one creature, it cannot take reactions or bonus actions (Pick one, casters choice) until the end of its next turn.
Épaule
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, M, Unarmed
Description: You deliver a single downward kick, strong enough to bring the environment crumbling down around you. Make a melee brawl attack against a creature within range. On a hit you deal your Unarmed damage + 1d12. On a hit, the target must make a Strength saving throw against your Brawl DC. On a failure, they are knocked prone, and their movement speed is reduced by half until the end of their next turn. If you would miss with this Brawl attack, you strike the ground, shattering it, causing the area within a 10ft cube originating from you to be treated as difficult terrain.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3. The area effected by this technique increases by 5 feet, and the damage increases by 1d12.
1-Strike Slash
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee Slashing), M
Description: You perform a wide arcing slash with your weapon, slicing into them with little wasted movement. Make a melee Brawl attack using your weapon, dealing your weapons damage + 2d6. On a hit, the target must also succeed a constitution saving throw gaining 1 ranks of bleeding on a failed save.
At Higher Ranks: For each rank you cast this technique above Blue increase the cost of this technique by 3 and the damage by 1d6.
1-Shot Crushing Blow
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee Bludgeoning), M
Description: You perform a rising strike with your weapon striking and crushing the target from below. Make a melee Brawl attack using your weapon, dealing your weapons damage + 2d6. On a hit, the target must also succeed a Strength saving throw, reducing their AC by 1d4 until the start of their next turn.
At Higher Ranks: For each rank you cast this technique above Blue increase the cost of this technique by 3 and the damage by 1d6.
Chain Pull
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee, Reach, Grapple), M
Description: You throw your weapon wrapping it around a target and pulling towards yourself. The target must make a Strength saving throw. On a failed save they become grappled and restrained by you and are moved 10 feet closer to you in a straight line. At the end of the target creatures' turns, they make a Strength saving throw to escape.
Until the end of your turn, you can target one affected creature with a Brawl Technique regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time, but it deals half its normal damage.
Extra Powder
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 minute
Cost: 4 Energy
Keywords: Brawl, W (Any Ammunition), M
Description: You lace all of your ammunition with a bit of gunpowder, enhancing both its lethality and efficiency. For the duration, whenever you would deal damage with the affected weapon with the ammunition property, you add an additional 1d4 damage of the weapon’s type.
At Higher Ranks: For each rank you cast this technique above Blues increase the cost of this technique by 3. If this technique is cast at Paradise, increase the damage to 2d4. If this technique is cast at New World or higher, increase the damage to 3d4.
Cross Cut
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Any Melee dual wield), M
Description: As a part of the activation of this technique, you must have a weapon in both hands that meet this Brawl component requirements. You make two swinging cuts in a single stoke by swinging both of your weapons inward.
Make a two Brawl attacks against up to two enemies within 5 feet of you, dealing the weapons damage + 1d4, and the target must make a Strength saving throw to avoid being disarmed of their weapon or item they are holding.
Monkey Kings Fang
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee, Reach, Bludgeoning), M
Description: You spin your weapon above your head before swinging it at a target, at a downward angle and following with the blunt end of the weapon. Make two melee Brawl attacks dealing your weapons damage + 1d6. You do not add your ability modifier to the damage dealt. If both attacks successfully strike the target, it must make a Strength saving throw, becoming Dazed on a failed save.
Monkey Kings Tail
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee, Reach, Bludgeoning), M
Description: You swing your weapon around your body before locking it in one hand and using the entire weight of your body to thrust it into all creatures in front of you. Make a melee Brawl attack against all creatures you can see within in a 5-foot-wide, 15-foot long line. dealing your weapons damage + 2d6 and forcing the targets to make a Constitution saving throw, becoming Dazed on a failed save.
Pinning Shot
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Special
Cost: 5 Energy
Keywords: Brawl, W (Any Ranged), M
Description: You make a series of ranged attacks designed to pin your enemy in place in a way of your choosing. Make a ranged Brawl attack, using your weapon of choice dealing your weapons damage + 1d10 and forcing the target creature to make a Strength saving throw, being restrained on a failed save. A creature restrained in this way, or another creature within 5 feet of the restrained creature can spend an action to make a Strength (Athletics) check vs your Brawl save DC, ending this condition on a success.
Yosaku Cut
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Hand Axe, Boarding Axe, Great Axe, Grim Scythe), M
Description: You swing your weapon with enough force to create a lateral wave of cutting force. Creatures in a 15-footcone in front of you must make a Dexterity saving throw. On a failed save you deal your weapons damage + 3d4 on a failed save or half as much on a successful one. You do not add your ability modifier to the damage. Creatures who are within 5 feet of you when you cast this technique make their save at disadvantage.
Zephyr Strike
Classification: Brawl
Rank: Blues
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Cost: 5 energy
Keywords: Brawl
Description: You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the technique ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Supercharge
Classification: Brawl
Casting Time: 1 Action
Range: Touch
Duration: 1 minute
Cost: 5 energy
Keywords: Brawl, Lightning Affinity
Description: You touch a creature and infuse it with a harmless charge. The next time that creature takes lightning damage, it takes an additional 2d6 lightning damage. If the creature is under the effect of multiple instances of Supercharge, they take an additional 2d6 lightning damage per instance, so for example if a creature is under 2 instances of supercharge it will take an a total of extra 4d6 lightning damage when triggered.
Cloud of Daggers
Classification: Brawl
Rank: Blues
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Cost: 5 Energy
Keywords: Brawl, Wind Affinity
Description: With hundreds of kicks, you fill the air with spinning dagger sharp winds in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the technique's area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this technique at Paradise or higher, the energy cost increases by 5 and the damage increases by 2d4 for each rank above Blues.
Second Wind
Classification: Brawl
Rank: Blues
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Cost: 5 energy
Keywords: Brawl
Description: You gain 2d6 + 5 temporary hit points for the duration.
At Higher Levels. When you cast this technique at a higher tier, it costs 3 more energy and you gain an additional 10 temporary hit points for each tier above 1st.
Yeet Technique
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: 90 Feet
Duration: Instant
Cost: 4 Energy
Keywords: Brawl
Description: Choose one object within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the damage by 1d8. Additionally, the maximum size of the object you can use increases as follows:
Blues Rank: Small objects (up to 2 feet on any side)
Paradise Rank: Medium objects (up to 5 feet on any side)
Ocean Floor Rank: Large objects (up to 10 feet on any side)
New World Rank: Huge objects (up to 15 feet on any side)
Laugh Tale Rank: Gargantuan objects (up to 20 feet on any side)
Shattering Burst
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: 30 feet (15-foot radius)
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, Conq Haki
Description: You unleash a burst of concentrated force in a localized area. Select a space within range; all creatures within a 15-foot radius must make a Constitution saving throw or take 6d6 psychic damage by-passing DR and be pushed back 10 feet.
On a successful save, they take half damage and are not pushed. The terrain within the burst area becomes cracked, slowing movement by 10 feet for 1 round.
Slippery Dodge
Classification: Brawl
Tier: Blues
Casting Time: 1 Reaction, When taking damage from an attack or saving throw.
Range: Self
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, M
Description: You can quickly dodge allowing you a swifter escape with smaller margins for error. When taking damage from an attack you may increase your AC by +3 against the triggering attack and all subsequent attacks until the beginning of your next turn. If this bonus causes the attack to miss, you do not take damage from the initiating attack you may move up to half of your movement away. If you activate this technique by making a saving throw, you must still make the saving throw even if your movement moves you outside of an attack range.
Cool Landing
Classification: Brawl
Tier: Paradise
Casting Time: 1 Reaction to falling
Range: Self (15ft radius)
Duration: Instantaneous
Cost: 9 Energy,
Keywords: Brawl
Description: You strike a 3 point landing, you take no fall damage and each creature within 15ft must make a Strength save or take the falling damage you would have and be pushed back 10ft, on a success the damage is halved and they aren’t pushed.
Explosive Fist
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self (15ft radius)
Duration: Instantaneous
Cost: 8 Energy,
Keywords: Brawl, Unarmed
Description: You strike with explosive power. Make an unarmed strike against all creatures within range. Creatures don’t get to add AC bonuses from any reaction. On a hit you deal your normal unarmed strike damage including modifier and deal an additional 3d6 damage. The additional damage from this technique bypasses damage reduction and temporary hit points to damage the targets hit points directly.
At Higher Levels: When cast at a higher tier it deals an additional 2d6 damage per tier above Paradise.
Party Table Course
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self (10-foot sphere)
Duration: Instant
Cost: 9 Energy
Keywords: Brawl, M
Description: You perform a powerful spinning kick, hitting all creatures within a 10-foot sphere originating from you must make a Strength saving throw. On a failed save they take your unarmed damage + 3d8, are bruised and knocked prone, or half as much on a successful save. A creature who fails this saving throw by 5 or more and are gaining the benefits of Temporary hit points lose all temporary hit points.
Bouquetière Shot
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Cost: 7 Energy
Keywords: Brawl, M
Description: You charge at your target and unleash a powerful upward vertical kick with both of your legs, aiming at their head, and attempting to send them up into the air. Make a Brawl attack dealing your unarmed damage + 5d4 on a hit. The target must also succeed a Constitution saving throw, taking a rank of Bruised and being thrown 20 feet up into the air on failure.
Tekkai
Classification: Brawl
Tier: Paradise Technique
Casting Time: Bonus Action
Range: Self
Duration: Concentration up to 1 minute
Cost: 5
Keywords: Tekkai, F
Effect: Your muscular control lets you harden your body into a state comparable to iron. While in this state, you gain resistance to bludgeoning, piercing, and slashing damage. Your speed is reduced by half and you cannot take actions or reactions while in this state unless it is to use a technique with the Tekkai (T) tag.
Tekkai Hollow Tree
Classification: Brawl
Tier: Paradise Technique
Casting Time: Reaction to being hit by a melee attack that deals bludgeoning, piercing, or slashing damage
Range: Self
Duration: Instant
Cost: 6 Energy
Keywords: Tekkai
Effect: You use your mastery of Tekkai to quickly block an attack and cause recoil damage. You have resistance to bludgeoning, piercing, and slashing damage from this attack. Your assailant must make a Constitution save vs your brawler DC. On a failed save, they take 4d4 bludgeoning damage and become bruised.
Geppo
Classification: Brawl
Tier: Paradise Technique
Casting Time: Bonus Action
Range: Self
Duration: Concentration, up a minute
Cost: 5 Energy
Keywords: F, M, LM, Geppo
Effect: You kick off of the air with superhuman strength letting you leap around as if you were flying. Until the technique ends, you gain a fly speed and swim speed equal to 10 ft times your Dexterity or Strength modifier. If you end your turn in mid air and lack a flying speed you fall to the ground ignoring the first 10 ft of fall damage.
Soru
Classification: Brawl
Rank: Paradise
Casting Time: Bonus Action
Range: Self
Duration: Concentration, up to a minute
Cost: 10 Energy
Keywords: F, M, LM, S
Description: You kick off of the floor repeatedly in a fraction of a second, increasing your speed to the point people lose sight of you. You gain the following benefits for the duration:
Your speed is doubled for the duration.
You it gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Disengage or Hide action.
When you take the hide action, you can hide without cover.
Soru - Quick Step
Classification: Brawl
Rank: Paradise
Casting Time: Bonus Action
Range: Self
Duration: Instantaneous
Cost: 10 Energy
Keywords: S, M, LM
Description: With a quick step, you teleport up to 30 feet to an unoccupied space that you can see.
Soru - Blur
Classification: Brawl
Rank: Paradise
Casting Time: Bonus Action
Duration: Concentration, up to 1 minute
Cost: 10 Energy
Keywords: F, S, M, LM
Description: Your body becomes blurred through quick steps, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.
Kami-e
Classification: Brawl
Tier: Paradise Technique
Casting Time: Reaction when being targeted by an attack or being forced to make a saving throw
Range: Self
Duration: Instant
Cost: 6 Energy
Keywords: K
Effect: You make your body flow with the wind like paper. You gain a 1d6 bonus to all saving throws against and opponents have disadvantage on attack rolls made against you until the start of your next turn.
Kami-E - Slime
Classification: Brawl
Rank: Paradise
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Cost: 8 Energy
Keywords: K, M
Description: You cause the muscles and bones in your body to assume the amorphous qualities of slime or ooze. You do not spend energy to maintain concentration on this technique. For the duration, you acquire the following benefits:
Your AC increases by 1.
You are immune to falling damage.
You can move through a space as narrow as 1 inch wide without squeezing.
Kami-E - Flowing Water
Classification: Brawl
Rank: Blue
Casting Time: 1 Action
Range: Self
Duration: Concentration, Up to 1 minute
Cost: 6 Energy
Keywords: K, M, LM
Description: You enter a neutral paper-like stance, designed to exemplify emptiness throwing most creatures off of being able to predict your actions. For the duration creatures cannot make reactions to one of the following. Pick one (This cannot be changed unless this technique is recast);
• Your Movement.
• Bonus Actions you make.
• Reactions you take.
Shigan - Pierce
Classification: Brawl
Casting Time: 1 Action
Range: Reach
Duration: Instantaneous
Cost: 10 Energy
Keywords: Brawl, Unarmed, Shigan Attunement, AM
Description:
You pierce a creature with a finger with the force of a bullet. Make a melee brawl attack against a creature in range, on a success you inflict 5d6 piercing damage. Damage from this technique ignores damage reduction equal to your Brawl Modifier.
Intersection Counter
Classification: Brawl
Tier: Paradise
Casting Time: 1 Reaction which you take when hit by a melee attack
Range: Self
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, unarmed
Description: You raise your knee and slam your elbow, into an incoming attack catching it in between them. As a reaction, make a Brawl attack against the target attacking you, on a hit you reduce the damage you take by your unarmed damage + 5d6.
Dazing Strike
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Cost: 9 Energy
Keywords: Brawl, W (Any)
Description: You focus your weapons attack on crippling your enemy, to make them far less effective than they are currently. Make a melee or ranged Brawl attack based on the weapon used for this technique, dealing your weapons damage. On a hit, the target must make a Strength saving throw. On a failed save they become Dazed. Additionally, if you score a critical hit with this technique, they make their saving throw at disadvantage.
At Higher Ranks: For each rank you cast this technique above Paradise increase the cost of this technique by 3 and the weapon damage die by 1.
Slice Shoot
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Cost: 7 Energy
Keywords: Brawl, U
Description: You charge at your target and unleash a powerful lateral kick, aiming at their weapon. Make a Brawl attack dealing your unarmed damage + 4d4 on a hit. The target creature must also succeed a Strength saving throw, their weapon being thrown from their hand 15 feet in a direction of your choice on a failure.
Augmented Lethality
Classification: Brawl
Tier: Paradise
Casting Time: 1 Bonus action
Range: Self
Duration: Concentration, up to 1 minute.
Cost: 6 Energy
Keywords: Brawl, W (Any Deadly)
Description: You focus on the lethality of your chosen weapon and attempt to enhance how deadly it can truly be while in your hands. For the duration, weapons you have with the Deadly trait, instead adds two additional damage die on a critical hit. You cannot lose concentration on this technique as a result of damage.
Blunt Force Connection
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Weapon Range (10ft radius Sphere)
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, W (Melee Bludgeoning)
Description: You take a stance that allows you to place all of your weight behind your attack. Make a melee Brawl attack against a target creature. On a hit, you deal your weapons damage + 3d8 and the target falls prone. A 15-foot cube originating from you becomes difficult terrain. All creatures in this cube must make a Strength saving throw, falling prone on a failed save.
Wide Reaching Slice
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Weapon's Range in a Cone
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, W (Melee, Reach I, Slashing)
Description: You lean in and prepare for a volley of slashes against all in front of you. Creatures in at least "equal to your weapons reach"-foot cone directly in front of you must make a Dexterity saving throw, taking your weapon damage twice +2d4 and 2 ranks of bleeding on a failed save. On a successful save, they only take half damage and no rank of bleeding.
Violent Skewer
Tier: Paradise
Casting Time: 1 Action
Range: Weapon Range (30ft Line)
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, W (Melee, Piercing)
Description: You aim for weak and vital points and make one devastating thrust. Creatures in a 30-foot line directly in front of you must make one Dexterity saving throw, taking your weapon damage + 3d6 that penetrates 10 damage reduction on a failed save. On a successful save, they take half damage.
Armored Fist
Classification: Brawl
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 8 energy
Keywords: Brawl, Unarmed, Armament Attunement
Description:
You coat your hand and forearm (or similar appendage) in armament haki until the start of your next turn. As part of casting the technique, you can make a melee brawl attack against one creature you can reach. On a hit, the target takes your unarmed damage + 3d10 force damage. This technique cannot be reacted too until damage is concluded.
Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d10 for each rank above Paradise.
Seismic Wave
Classification: Brawl
Rank: Paradise
Casting Time: 1 Action
Range: Self (30ft cone)
Duration: Instantaneous
Cost: 10 energy
Keywords: Brawl
Description:
You release a seismic wave, slamming the ground in front of you and causing the earth to explode violently in a 30-foot cone. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take 4d10 bludgeoning damage and fall prone. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take twice as much damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 2d10 for each rank above Paradise.
Boundless Shots
Classification: Brawl
Rank: Paradise
Casting Time: Bonus Action
Range: 30ft
Duration: Concentration, up to 1 minute
Cost: 9 energy
Keywords: F, Brawl, W (Any ranged)
Description: You manipulate your ammo pouch so that your ammunition appears endless, and seems to leap into your hand when you reach for it.
On each of your turns until the technique ends, you can use a bonus action to make two attacks with a weapon that uses ammunition. Each time you make a ranged attack, you deal an additional 3d6 damage. Any pieces of ammunition created by this technique disintegrate when the technique ends. If the ammo pouch leaves your possession, the spell ends.
Counter Technique
Classification: Brawl
Tier: Paradise
Casting Time: 1 Reaction in response to being targeted by a creature's Brawl technique.
Range: Unarmed or Weapon Range
Duration: Instant
Energy Cost: 9 Energy
Keywords: Armament Attunement
Description: You attempt to disrupt a technique before it even has a chance to hit you. If the creature is casting a technique of Paradise or lower, its technique fails and has no effect. If it is casting a technique of Ocean Floor or higher, make an ability check using your Brawl technique ability modifier. The DC equals the creature's Special save DC + the technique tier (Ocean Floor - 4, Laugh Tale - 5). On a success, the creature's technique fails and has no effect.
Sovereign's Wrath
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 60 feet (20-foot cone)
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, Conq Haki
Description: You channel overwhelming force through your strike, unleashing a cone of destructive energy. All creatures within a 20-foot cone must make a Strength saving throw or take 8d6 psychic damage that bypasses DR and be knocked prone. On a successful save, they take half damage and remain standing. The ground in the affected area is shattered, causing difficult terrain for the next round.
Star Shower
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action, which you can only take while airborne, falling, or jumping at minimum 30 feet.
Range: 60 feet (20-foot cube)
Duration: Instant
Cost: 13 Energy
Keywords: Brawl, M
Description: While falling you strike the air, creating pockets of force that strike like bullets, pelting the ground. Select a space you can see within range. All creatures in a 20-foot cube originating from this space must make a Dexterity saving throw taking 8d6 bludgeoning damage and being Staggered on a failed save. The area affected by this technique becomes cracked and riddled with fist or foot sized craters and imprints becoming difficult terrain.
Mouton Shot
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: 5 feet
Duration: Instant.
Cost: 14 Energy
Keywords: Brawl, M
Description: Choose a creature within 5 feet of you. You place all of your weight into your primary leg, before performing a powerful lateral kick, cracking the air from the weight of it. The target must make a Dexterity saving throw. On a failed save, they take your unarmed damage + 4d8, are knocked back 20 feet, and become Dazed. On a successful save they take half damage and no further effects. You can take a reaction to immediately move up to 15 feet, following after them. Your movement does not provoke attacks of opportunity.
Machine Gun Punch
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 14 Energy
Keywords: Brawl, M
Description: You perform a series of insanely fast strikes so fast that your fists grow hot from the resistance of the air around them. Make a number of Melee Brawl attacks equal to your Proficiency bonus, dealing your unarmed damage + 1d4. You do not add your damage modifier to damage dealt with this technique.
3-Lateral Slash
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, W (Melee Slashing), M
Description: You perform a triple strike attacking your opponent’s joints in an attempt to disarm and disable them. Make three melee Brawl attacks using your weapon, dealing your weapons damage, do not add your ability modifier to the damage dealt. Once, if you would deal damage with this technique, the target must also succeed a constitution saving throw dropping any weapon they have, as it is then knocked 10 feet away from them, and being dazed until the end of their next turn.
At Higher Ranks: For each rank you cast this technique above Blue increase the cost of this technique by 3 and the target suffers a -1 penalty on their save.
3-Point Pierce
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, W (Melee Piercing), M
Description: You perform a 3-point strike in multiple points made to penetrate the target's defense. Make three melee Brawl attacks with your weapon, dealing your weapons damage, do not add your ability modifier to damage dealt. The target must also make a constitution saving throw. On a failed save they gain one rank of weakened until the end of their next turn.
At Higher Ranks: For each rank you cast this technique above Blue, increase the cost of this technique by 3 and the target suffers a -1 penalty on their save.
3-Blow Strike
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: Weapon's Range
Duration: Instant
Cost: 14 Energy
Keywords: Brawl, W (Ranged, Piercing, or Slashing)
Description: You ready your weapon before you bludgeon the sharp edges and aim for your targets core striking at the center of their chest. Make 3 melee Brawl attacks against up to 3 targets, using your weapon, dealing your weapons damage + 3d6 but as Bludgeoning damage. On a hit, each target must make a Strength saving throw. On a failed save, the target is Dazed and if they would make a concentration check, they roll an additional 1d6, reducing their check by the result.
At Higher Ranks: For each rank you cast this technique above Ocean Floor increase the cost of this technique by 3 and the number of creatures you can target with this technique by +1.
Crippling Strike
Classification: Brawl
Tier: Ocean
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, W (Any), M
Description: You focus your weapons attack on crippling your enemy, to make them far less effective than they are currently. Make a melee or ranged Brawl attack based on the weapon used for this technique, dealing your weapons damage. On a hit, the target must make a Strength saving throw. On a failed save they are Dazed and weakened, and are also knocked prone. Additionally, if you score a critical hit with this technique, they make their saving throw at disadvantage.
At Higher Ranks: For each rank you cast this technique above Blues increase the cost of this technique by 3 and the weapon damage die by 1.
Steel Wind Strike
Classification: Brawl
Casting Time: 1 Action
Range: 30ft
Duration: Instantaneous
Cost: 10 energy
Keywords: Brawl, W (Any melee), S, LM
Description: You flourish the weapon used in the technique and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee brawl attack against each target. On a hit, a target takes normal weapon damage + 6d10 additional damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Erupting Earth
Classification: Special
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 13 energy
Keywords: Special, Armament Attunement
Description:
Choose a point you can see on the ground within range. You slam your armored foot into the earth, creating a shockwave and a fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the damage caused by this technique is considered haki-infused and the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the damage increases by 3d12 for each rank above Ocean Floor.
Bulwark
Classification: Brawl
Rank: Ocean Floor
Casting Time: 1 reaction, which you can take when a creature within range takes damage from a ranged attack or area of effect.
Range: 5ft
Duration: Instantaneous
Cost: 12 Energy
Keywords: Brawl
Description:
You cause a 10 foot long, 10 feet tall, several inch thick wall of earth to erupt on the ground, granting total cover and blocking any damage that originates from the far side of the wall until the wall breaks. This blocks ranged attacks, and areas of effects that have a point of origin on the far side of the wall (for example, the center point of a radius technique or the source of a cone or line).
All damage the wall blocks is applied to the wall, even if that damage normally only affects creatures, but it takes the blocked damage only once, even if blocking the same damage against multiple creatures. The wall has 5d10 + your Brawl modifier hit points, and crumbles to dust when it is reduced to 0 hit points. Any damage remaining after the wall is destroyed is dealt as normal. If the wall is not destroyed, it crumbles at the start of your next turn.
At Higher Levels. When you cast this technique at a higher rank, the cost increases by 5 and the wall has 2d10 additional hit points and is 5 feet longer for each tier above Ocean Floor.
Emission Ripple
Classification: Special
Rank: Paradise
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 13 Energy
Keywords: Special, Armament Attunement
Description:
You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):
It is pulled into the earth, taking 3d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
It is slammed 5 feet in a direction of your choice by a wave of earth, taking 5d8 bludgeoning damage and being knocked prone.
It is impaled by a spike of earth, taking 6d8 piercing damage.
All damage dealt by this technique is considered Haki-Infused.
Soru - Freedom
Classification: Brawl
Tier: Ocean Floor
Casting time: 1 action
Range: Self
Duration: Concentration, up to 1 minute.
Cost: 12 Energy
Keywords: S, M, LM
Description: For the duration, your movement is unaffected by difficult terrain, and techniques can neither reduce your speed nor cause you to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.
Apocalypse Slam
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: Self (15-foot radius)
Duration: Instant
Cost: 15 Energy
Keywords: Brawl, Conq Haki
Description: With a tremendous slam, you strike the ground with all your might, releasing a wave of force that causes the earth to tremble. All creatures within a 15-foot radius must make a Dexterity saving throw or take 10d6 psychic damage that bypasses UDR and be knocked back 15 feet. On a successful save, they take half damage and are pushed back 5 feet. The terrain in the affected area becomes unstable and rocky, making it difficult terrain for 2 rounds.
COUNTER SHOT
Classification: Brawl
Rank: New-World
Casting Time: 1 Reaction, which you take when targeted by an attack
Range: Weapons Range
Duration: Instant
Cost: 18 Energy
Keywords: W (Any Ranged), M
Description: As a reaction to being attacked, you take the attack head on in an attempt to lock the opponent in perfect targeting range, preventing them from dodging. You take the maximum possible damage from the attack you were targeted with.
Immediately after you take the damage, you are able to use 1 Brawl technique with a casting time of 1 action or 1 bonus action at no additional energy cost of New World Rank or lower.