A drunken woman grabs a bottle off the table spinning around slamming 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, Feet, 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 scrappiness 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, All Clothing
Weapons: Simple Weapons, Iron 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.
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, Iron Claws, Jitte or Tonfa
You gain the following benefits while you are unarmed or wielding only Bralwer 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 and Combat skill.
• You can roll a d6 in place of the normal damage of your unarmed strike or Weapons that you are proficient with. This increases to by 1 damage die (max d12) at 6th level, by 1 damage die (max d14) at 11th level, and by 1 damage die (max d16) 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. 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 apprentice armor properties 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 features AC calculation. You gain access to 1 additional slot at 9th level which can be used for a Journeyman property, and 1 additional slot which can be used for a Master property at 13th level, and 1 additional slot which can be used for a Legendary property at 17th level.
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, 20 feet at 13 level, and 25 feet at 17th level.
Combo Breaker
At 2nd level you've also 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 are d6. When you would 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 d10. You start with three Combo Strings and gain more as you level as shown in the Brawler class table.
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 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 any number 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) 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 (Blue 1, Blue + 2, Paradise 3, Ocean Floor/Vearth 5, New World 7, End Of World 9)
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.
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. 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.
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: If 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 attempt to inflict the same condition on the attacker. They must make a Strength Save against your brawl DC or suffer the effect you resisted (they do not suffer additional effects only the conditions listed from this feature).
Constitution: When you are forced to make a Constitution Saving throw on a failure you can roll 1d4 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 always roll your save at the start of your turn.
Dexterity: When a Technique allows you to make a Dexterity save to take only half damage, you instead take no damage and suffer no effects if you succeed on a saving throw, and only half damage if you fail.
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 each consecutive unarmed attack that you land in a turn. Additionally your unarmed and brawler weapon attacks ignore DR as a result of armor bonuses (including crafting).
Trained Reflexes
At level 9 your lack of the heavy gear others might bring into battle makes you more responsive. You can make two unarmed or Brawler Weapon attacks instead of one when you make an attack of opportunity.
Fighting Instincts
At level 11 your lack of heavy gear others might bring into battle makes you more responsive. Gain one of the following options below:
Square Up: When rolling initiative you may add your Dexterity, Intelligence, or Charisma modifier to the roll (this cannot be changed once selected.
Never Run From A Fight: When you make an attack of opportunity against a creature you can move half your movement speed to follow the creature as part of the same reaction.
Iron Willed
At level 13 you are able to tap deep into your rigorous training when you are subjected to a Wisdom, Intelligence, or Charisma saving throw you may use two combo die to make the roll using your Strength or Dexterity Saving Throw bonus instead. Though it still counts as a save of the original stat for the purpose of interacting with techniques, feats and features. (edited)
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 two weapon properties of Master Rank or lower of your choice. These properties effect any unarmed or brawler weapon Brawl technique you use.
Eye of the Storm
At 18th level your unarmed and brawler weapon attacks target all creatures of your choosing adjacent to you in addition to their original target.
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.