Class Features As a Bruiser, you gain the following class features.
Hit Points
Hit Dice: 1d12 per bruiser level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 12 + your Constitution modifier per bruiser level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, improvised weapons, cutlasses, iron gauntlets
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Persuasion, Intimidation, Perception, Animal Handling, and Survival.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) a cutlass, (b) iron gauntlets, or (c) any simple weapon
(a) a pirate’s pack or (b) an explorer’s pack
(a) a set of artisan’s tools or (b) a gaming set
Scrapper
At 1st level, your life of scrapping and battling with beasts, humans, or other tough creatures has given you mastery of Combat styles that use unarmed strikes and bruiser weapons, which are simple melee weapons without the two-handed property, cutlasses, iron gauntlets, and improvised weapons. You can not use the finesse property of a weapon while using it as a bruiser weapon.
You gain the following benefits while you are unarmed or wielding only bruiser Weapons and you aren’t wearing armor and not wielding a shield:
You can roll a d6 in place of the normal damage of your unarmed strike or bruiser weapon. This die changes as you gain bruiser levels, as shown in the scrapper column on the bruiser table.
When you use the Attack action with an unarmed strike or a bruiser weapon on your turn, you can make one unarmed strike or grapple as a bonus action. For example, if you take the Attack action and Attack with a Club, you can also make an Unarmed Strike or grapple as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.
Unarmored Defense
At 1st level, while you are not wearing any armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Thrill of the Fight
Also at 1st level, you are filled with an overwhelming sense of reckless excitement or rage during battle. As a bonus action, you enter a bloodthirsty frenzy.
While frenzied, you gain the following benefits and downsides as long as you aren't using a shield or wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
You have resistance to bludgeoning, piercing, and slashing damage.
When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to make an unarmed strike or bruiser weapon attack against the creature.
Attack rolls against you have advantage, and you have advantage on unarmed strikes and attack rolls with bruiser weapons.
If you are able to cast spells, you can't cast them or concentrate on them while in your frenzy. This does not apply to devil fruit spells and abilities. You can still use your devil fruit in full while frenzied.
Your frenzy 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 frenzy on your turn as a bonus action.
Once you have used your frenzy a number of times equal to your Proficiency bonus, you must finish a long rest before you can enter it again.
Fury
Starting at 2nd Level, your Training allows you to harness Fury, raw power, and energy that stems from your spirit. Your access to this energy is represented by a number of Fury points. Your Bruiser level determines the number of points you have, as shown in the Fury Points column of the Bruiser table.
You can spend these points to fuel various Fury features. You start knowing three such features: Machine Gun Blows, Brute Force, and Brace for Impact. You learn more Fury features as you gain levels in this class.
When you spend a Fury point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Fury back into yourself. You must spend at least 30 minutes of the rest training to regain your Fury points.
Some of your Fury features require your target to make a saving throw to resist the feature’s Effects. The saving throw DC is calculated as follows:
Fury save DC = 8 + your Proficiency Bonus + your Constitution modifier
Machine Gun Blows
Immediately after you take the Attack action on Your Turn, you can spend 1 fury point to make two unarmed strikes or bruiser weapon attacks as a Bonus Action.
Brute Force
You can use a bonus action and expend 1 fury point to make a shove attack or take the Dash action.
Brace for Impact
You can use your Fury to grit your teeth and withstand physical injuries. As a reaction when you are hit by an attack or forced to make a saving throw, you can spend 1 fury point to prepare for any incoming attack. You can roll a scrapper die and gain a number of temporary hit points equal to your scrapper die roll + your bruiser level.
Charge Right Through
At 2nd level, your spirit has grown to be able to resist harmful effects or hazards.
So long as you have at least 1 Fury point remaining, you have an advantage on constitution saving throws. To gain this benefit, you can’t be Incapacitated.
Brawling Style
At 3rd Level, you choose and develop a way of brawling that best defines your fighting style: Black Fist Style, Dragon Style, or Beast Style, all detailed below. Your brawling style grants you features at 3rd level and again at 6th, 11th, and 17th level.
Blood for Brawn
Starting at 3rd level, when you are reduced to half your hit point maximum or less, you can use your reaction to gain temporary hit points equal to a roll of your scrapper die + Bruiser level and you regain all expended fury points. You cannot use this feature again until you finish a short or long rest.
Ability Score Improvement
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. Alternatively, you can take a feat. 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.
Rampage
Starting at 5th level, you can make reckless attacks against enemies, making your fighting style a double-edged sword. When you hit a target with an unarmed strike or bruiser weapon, you can choose to deal additional damage to it equal to the maximum your scrapper die could roll. If you do so, you also deal that much force damage to yourself as a part of the attack.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Spirit Assault
Starting at 6th level, you've instinctively learned how to incorporate a little bit of haki into your attacks. Your unarmed strikes and bruiser weapon count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Frenzied Rush
At 7th level, as part of the bonus action you take to enter your frenzy, you can move up to half your speed.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your frenzy before doing anything else on that turn.
Unbending Resolve
Starting at 7th level, you can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.
Brutal Frenzy
At 9th level, when you are using your frenzy, you unarmed strikes and bruiser weapon deals an extra amount of damage equal to half your Proficiency bonus (rounded up).
Unbreakable
Starting at 10th level, you don't need to have 1 fury point remaining to use the Charge Right Through feature. Additionally, you are immune to disease and poison.
Undying Frenzy
Starting at 13th level, your frenzy keeps you fighting despite lethal injuries. If you drop to 0 hit points while you're in a frenzy 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.
Focused Fury
Beginning at 14th level, you regain 1 expended fury point whenever you enter your frenzy. Additionally, whenever you make any saving throw and fail, you can spend 1 Fury point to reroll it and take the second result.
Tireless Training
Starting at 15th level, your carrying capacity is doubled. Your standard jumping distance is the same as your running start jump distance. Additionally, when you gain a level of exhaustion from a forced march, you can choose to ignore it. You cannot use this feature this way again until you complete a long rest.
Persistent Frenzy
Also at 15th level, your frenzy is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Invincible
Beginning at 18th level, when you use your Brace for Impact fury feature during your frenzy, you now have resistance to all damage except force until the start of your next turn.
The King
At 20th level, you are truly the strongest. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22. Additionally, when you complete a long rest you regain all expended hit dice instead of half your expended hit dice.