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.
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).
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).
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: Brawl
Description: You drop into a defensive stance protecting you from the triggering attack. Roll 4d4, reducing the damage done to you, by the result. If you have an elemental affinity, this technique gains a single elemental affinity keyword that you can cast, and additional effects base on the affinity. Your shield gains one of the following benefits based on the chosen affinity. If you do not have a elemental affinity this shields damage reduction die becomes a d6.
Acid: Your shield has resistance to Poison damage, vulnerability to Fire Damage and if struck by a weapon attack the weapon loses 1 to attack and damage rolls for 1d4 turns.
Poison: Your Shield has resistance to Radiant Damage, vulnerability to Acid Damage and a creature that strikes this with an unarmed or natural weapon attack gains 1 rank of poisoned.
Fire: Your shield has resistance to Acid Damage, Vulnerability to Cold Damage and all creatures within 10 feet of you takes fire damage equal to your Brawl or Special ability modifier (your choice).
Cold: Your shield has resistance to Fire damage, vulnerability to Lightning damage and if this technique is cast near a sufficient source of water, reduce the cost of this technique by -2.
Lightning: Your shield has resistance to Cold damage, vulnerability to Slashing damage and you gain a +2 to Dexterity saving throws until the beginning of your next turn.
Radiant: Your shield has resistance to Necrotic damage, vulnerability to Poison damage and a creature that strikes this barrier gains a 1d4 penalty to their next attack roll.
Necrotic: Your shield has resistance to Thunder damage, vulnerability to Radiant damage and a creature that strikes this barrier loses 1d4 hp and you gain the amount rolled as temporary hp.
Thunder: Your shield has resistance to Psychic damage, vulnerability to Necrotic damage and creatures within 5 ft of you of your choice when you use this technique are pushed 5ft away.
Psychic: Your shield has resistance to Slashing damage, vulnerability to Thunder damage and creature you can see within 5ft radius take psychic damage equal to your Brawl or Special technique modifier (your choice)
Wind: Your shield has resistance to Lightning damage, vulnerability to Psychic damage and creatures of your choice within 5ft. of you gain 1 rank of bleed.
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 2d4/2d6.
Slippery Dodge
Classification: Brawl
Tier: Blues
Casting Time: 1 Reaction, which you take when you take damage.
Range: Self
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, M
Description: You are able to quickly dodge allowing you a swifter escape with smaller margins for error. When you would take 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 would cause the attack to miss, you may move up to half of your movement away. If you activate this technique as a result of making a saving throw, you must still make the saving throw even if your movement would move you to the outside of an attacks range.
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.
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)
Kajiki Skewer
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: Weapon Range
Duration: Special
Cost: 5 Energy
Keywords: Brawl, W (Melee Piercing), M
Description: You channel your energy into a precise thrust with your piercing weapon, striking through multiple foes in a line. Make a melee Brawl attack using your weapon, targeting all creatures in a 30-foot line originating from you. Each creature must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 3d4 piercing damage. On a successful save, the creature takes half as much damage.
Killing Aim
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus action
Range: Self
Duration: Concentration, up to 1 minute
Cost: 5 Energy
Keywords: W (Any Ranged), F
Description: You learn to aim at a targets spirit, instead of their body, allowing your shots to strike true and deep. The first time each turn a ranged weapon attack you make scores a critical hit, double your ability modifier damage and also ignore temporary hit points. At Higher Ranks: For each rank you cast this Technique above Blues increase the cost by 3. If this technique is cast at Paradise, you instead triple your ability modifier damage. If this Technique is cast at New World, you instead quadruple your ability modifier damage.
Crush Launcher
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self (30-foot line)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Bludgeoning)
Description: With a mighty swing of your weapon, you deliver a thunderous blow that sends your enemy hurtling through the air. Make a melee Brawl attack using your weapon, dealing your weapon’s damage + 1d12 bludgeoning damage. If the attack hits, the target must succeed on a Strength saving throw. On a failed save, the target is propelled up to 20 feet in any direction of your choice and knocked prone. On a successful save, the target takes half damage and isn’t knocked prone or moved. If sent upwards they take falling damage when they fall at the beginning of their turn.
Perceptive Hunting
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Cost: 5 Energy
Keywords: W (Any Ranged), F
Description: This technique does not cost energy to maintain concentration on it. You focus entirely on finding the perfect shot before firing. The first ranged weapon attack you make each turn, has a bonus to its critical threat ranged equal to +1. At Higher Ranks: For each rank you cast this Technique above Blues, increase the cost by 3. If this technique is cast at Paradise or higher increase the critical threat range by +1. If this technique is cast at New World, increase the critical threat range by +1.
Upperhand Punish
Classification Brawl
Tier: Blues
Casting Time: 1 reaction, when a creature would take a reaction against an attack or saving throw on your turn
Range: Touch
Duration Instant
Cost: 5 Energy
Keywords: Brawl, M, Unarmed
Description You see a creature try and take action against you and quickly regain the upper hand against them. Make an Unarmed Strike against the target, increasing the damage by twice the cost of the reaction they took, and if they didn’t spend Energy for it, instead increase the damage by twice their level
At Higher Ranks: For each rank you cast this Technique above Blues, increase the cost by 3 If cast at Paradise, make an additional attack, and if cast at New World, make two additional attacks
Boomerang Bash
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: 30ft
Duration: Instant
Cost 4 Energy
Keywords: Brawl, W (Melee Bludgeoning), M
Description: You hurl your bludgeoning weapon at a target within 30 feet, aiming to strike with precision. Make a ranged Brawl attack using your weapon. If you hit, the target takes your weapon’s damage +2d6 bludgeoning damage. After hitting the target, your weapon rebounds back towards you. If you miss the attack, your weapon lands at the target’s feet.
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
Bone-Crusher
Classification: Brawl
Tier: Blues
Casting Time 1 action
Range Weapon’s Range
Duration Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee Bludgeoning)
Description: You unleash a devastating strike aimed at crushing bones and causing intense bruising. Make a melee Brawl attack using your bludgeoning weapon. On a hit, you deal your weapon’s damage + 1d10 bludgeoning damage. The target must also succeed on a Constitution saving throw or gain 1 rank of bruised.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the damage by 1d10
Cap Shot
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 5 Energy
Keywords: Ranged, W (Any Ranged)
Description: You unleash a rapid barrage of two precise shots with your ranged weapon against the same target, aiming to weaken their body. Make two ranged weapon attacks. Each attack deals your weapon’s damage on a hit, without adding any modifiers. If both attacks hit the same target, that target gains 1 rank of weakened until the beginning of your next turn.
Crushing Slam
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, Grapple, Unarmed, M
Description: You rush towards a creature within reach and attempt to grapple them. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). If you succeed, you lift the creature off the ground and slam them down with immense force. On a successful grapple check, the target takes 3d10 bludgeoning damage and is knocked prone. The grapple automatically ends after you slam the target. This technique requires both hands free to execute effectively.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and increase the damage by 3d10.
Cyclone Slash
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee Slashing)
Description: You spin rapidly, unleashing a series of slashing strikes in a circular motion around you. Make a melee Brawl attack using your slashing weapon against all creatures within a 10-foot cone. On a hit, you deal your weapon’s damage + 1d6 slashing damage to each target.
Dazing Uppercut
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, Unarmed, W (Melee Bludgeoning), M
Description: You unleash a swift and powerful uppercut with your fist or weapon, aiming to disorient your opponent. Make a melee Brawl attack. On a hit, you deal unarmed damage + 1d10 bludgeoning damage. The target must succeed on a Constitution saving throw or be dazed until the end of its next turn.
Echoing Shot
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: Weapon’s Range
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, W (Any Ranged), M
Description: You take aim and shoot or throw your weapon with the intent to hit two targets. Make a ranged weapon attack against a creature within range. On a hit, the attack deals normal damage, and you may immediately make another ranged weapon attack against a different creature within 15 feet of the original target, using the same attack roll result.
Explosive Shot
Classification: Brawl
Tier: Blues
Casting Time: 1 action
Range: Weapon’s Range
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, W (Ranged)
Description: You load a specially prepared explosive arrow, bolt, or bullet into your weapon and fire at a target within range. Make a ranged weapon attack against a creature. On a hit, the target takes 3d8 fire damage. Additionally, each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage, or half as much on a successful save.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 4 and the initial fire damage by 1d8 and the secondary fire damage by 1d6.
Fan The Hammer
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 8 Energy
Keywords: Ranged, W (Any Ranged)
Description: You rapidly fire all your ammo in a sweeping arc, creating a barrage of bullets in a 10-foot cone. This technique can only be used when your weapon is fully loaded. Each creature in the 10-foot cone must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 1d6 piercing damage. On a successful save, a creature takes half as much damage. Regardless of whether the attack hits or misses, your weapon is emptied of all ammo. Special: This technique can only be used if your ranged weapon is fully loaded with ammo. After using this technique, your weapon is emptied and must be reloaded before it can be used again.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 4 and the damage by 1d6.
Flashing Shot
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: 1 round
Cost: 8 Energy
Keywords: Brawl, W (Ranged), M
Description: You fire a shot infused with flashpowder that emits a blinding flash upon impact. Make a ranged weapon attack against a creature. On a hit, the target takes your weapon’s damage + 1d6 piercing damage and 1d6 radiant damage, and must make a Constitution saving throw. On a failed save, the target gains 1 rank of dazzled until the end of its next turn.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 4 and the initial damage by 1d6.
Impact Rebound
Classification: Brawl
Tier: Blues
Casting Time: 1 Reaction, which you take when you are hit by a ranged attack
Range: Self
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Bludgeoning)
Description: You quickly react to an incoming ranged attack, using your bludgeoning weapon to deflect and absorb its force. When you are hit by a ranged weapon attack, you can use this technique. Reduce the damage of the attack by an amount equal to your weapon damage. If you reduce the damage of the attack to 0, make a brawl attack towards your attacker, if it hits you send the attack back towards the attacker. They take damage equal the damage that would have been done to you.
Phantom Strike
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, M
Description: You move with such speed that you appear to strike from multiple directions at once. Make a melee Brawl attack with your weapon. On a hit, the attack deals your weapon’s damage. Whether you hit or miss, you can immediately teleport to an unoccupied space you can see within 10 feet of the target.
At Higher Ranks: For each rank you cast this technique above Blues, increase the cost of this technique by 3 and the teleport by 10 feet.
Rapid Slash
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: Weapon’s Range
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Slashing), M
Description: You execute a rapid flurry of strikes against a single target. Make two melee Brawl attacks with your weapon. On a hit, each attack deals your weapon’s damage + 1d6 slashing damage. If both attacks hit the same target, they must make a Constitution saving throw or be inflicted with 1 rank of bleeding until the end of their next turn.
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.
Razor Wind
Classification: Brawl
Tier: Blues
Casting Time: 1 action
Range: Self (20-foot line)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Slashing), M
Description: You unleash a powerful, slicing arc of energy from your weapon, sending a razor-sharp gust of wind in a straight line. Each creature in a 20-foot line originating from you must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 1d10 slashing damage and is pushed back 10 feet. On a successful save, the creature takes half damage and isn’t pushed.
Shredding Peacock
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, W (Melee Piercing), Cone
Description: You unleash a whirlwind of piercing strikes in a cone-shaped area, shredding through defenses. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage and has their AC reduced by 1d4 until the end of their next turn. On a successful save, the creature takes half damage and their AC is not reduced.
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.
Skewer Sprint
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self (15-foot line)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, Mobility, W (Melee Piercing), Reach
Description: You dash forward in a 15-foot straight line, skewering through enemies in your path. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 2d4 piercing damage and is moved to the nearest unoccupied space in front of you at the end of your dash. On a successful save, the creature takes half damage and isn’t moved.
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.
Strike & Sunder
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: 1 round
Cost: 6 Energy
Keywords: Brawl, W (Melee Piercing), M
Description: You unleash a rapid barrage of piercing strikes aimed at disrupting the target’s defenses. Make two melee Brawl attacks with your piercing weapons. Each successful hit deals your weapon’s damage + 1d6 piercing damage. If both attacks hit the same target, their dr is reduced by 5 until the end of your next turn.
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.
Swift Kick
Classification: Brawl
Tier: Blues
Casting Time: 1 Bonus Action
Range: Self (Melee)
Duration: Instant
Cost: 3 Energy
Keywords: Brawl, Unarmed
Description: You deliver a lightning-fast kick to your opponent. Make a melee Brawl attack as a bonus action. On a hit, you deal your unarmed attack damage without modifiers.
Puncture
Classification: Brawl
Tier: Blues
Casting Time: 1 Action.
Range: Weapon’s Range
Duration: Instant
Cost: 4 Energy
Keywords: Brawl, W (Melee Piercing), M
Description: You lunge forward with your piercing weapon, aiming for a vital spot. Make a melee Brawl attack with your weapon. On a hit, you deal your weapon’s damage + 2d4 piercing damage. If the target is wearing medium or heavy armor, they have disadvantage on their Dexterity saving throws until the end of your next turn.
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.
Tornado Whirlwind Leg
Classification: Brawl
Tier: Blues
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, Unarmed, M
Description: You leap into the air, extending your leg with tremendous force, and spin like a whirlwind to strike all foes around you. Creatures within a 5-foot radius must make a Dexterity saving throw. On a failed save, they take your unarmed attack damage + 2d8 bludgeoning damage. On a successful save, they take half damage.
Weakening Cross
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Weapon), M
Description: You perform a double striking slash with your weapon, using the blunt side to attack from two different angles, forming an “X” at the intersection of the attacks. Make two melee Brawl attacks using your weapon, dealing your weapon’s damage without modifiers on each hit. For each successful hit, the target must make a Constitution saving throw. On a failed save, the target gains one rank of Bruised.
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.
Whirling Defense
Classification: Brawl
Tier: Blues
Casting Time: 1 Reaction, which you take when you are hit by a melee attack
Range: 5 feet
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, W (Melee Weapon), M
Description: In response to being attacked, you spin your weapon in a defensive maneuver, creating a protective barrier of steel. Roll 4d4, reducing the damage from the triggering attack by the result. If the attack is completely negated, you can immediately make a melee Brawl attack against the attacker, dealing your weapon’s damage + 1d6 weapon damage.
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.
Whirlwind Crush
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, W (Melee Bludgeoning), M
Description: You spin rapidly with your weapon extended, creating a devastating whirlwind. Each creature within a 10-foot radius must make a Dexterity saving throw. On a failed save, a creature takes your weapon’s damage + 1d10 bludgeoning damage and is knocked back 5 feet. On a successful save, the creature takes half damage and is not knocked back.
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.
Flashing Daggers
Classification: Brawl
Tier: Blues
Casting Time: 1 Action
Range: 15 foot cone
Duration: Instant
Cost: 5 Energy
Keywords: Brawl, melee weapon (dagger, edgecard)
Description: You throw your weapons with such speed and precision barely giving your targets time to dodge. As an action you may make an attack for each target in a 15 foot cone up to the amount you throw, this attacks deals the weapon’s damage dice + 2d4 slashing
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.
Ghoul Rend
Classification: Brawl
Tier: Blue
Casting Time: 1 Action
Range: 10 feet
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, Unarmed, Weapon, Element (Necrotic)
Description: You infuse your fists or weapon with necrotic energy, channeling the essence of decay and death into your strike. Make a melee attack against a creature within range. On a hit, the target takes your weapon’s damage + 2d8 necrotic damage and must succeed on a Constitution saving throw or be afflicted with a rank of decay.
Radiant Burst
Classification: Brawl
Tier: Blue
Casting Time: 1 Action
Range: Self (15 feet cone)
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, Unarmed, Weapon, Element (Radiant)
Description: You gather radiant energy around you, unleashing a blinding burst in a cone. As part of the activation of this technique, you thrust your weapon forward, releasing a radiant burst in a 15-foot cone in front of you. All hostile creatures within the cone must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to your weapon’s damage + 2d6 and is blinded until the end of its next turn due to the intense brilliance of the light. On a successful save, the creature takes half as much damage and is not blinded.
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.
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.
Conqueror's Haki Infusion
Classification: Brawl
Rank: Paradise
Cost: 6
Casting Time: 1 action
Range: Self
Duration: Concentration, 1 minute
Keywords: Brawl, HC, AH, CH, F
Description: You use your understanding of Armament and Conqueror's Haki to empower your blows. For the duration of this techniques your melee attacks count as Haki infused and ignore 15 DR. Additionally, they deal extra damage equal to your highest ability score modifier.
Bolting Blossom
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Cost: 9 Energy
Keywords: Brawl, U
Description: You attempt to deliver a series of straight jabs finished off with a single powerful upper cut. Make two melee Brawl attacks, dealing your unarmed damage + 1d4. If you hit with both of these attacks it forces the target creature to make a Strength saving throw, on a failed save gains 1 rank of bruised and is knocked prone.
Cyclone Spin Strike
Classification: Brawl
Tier: Paradise
Casting Time: 1 bonus action
Range: Melee
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, U
Description: You unleash a rapid and dizzying array of strikes, creating a whirlwind of force around you. The momentum generated by this technique not only delivers powerful strikes but also grants you a brief window of enhanced evasion. When you activate this technique, your next Unarmed strike gain one the following benefits:
Whirling Strikes: Gain an additional Unarmed attacks against the same target. The second attack is made with advantage.
Wind Gust Impact: On a successful hit, the target is pushed 10 feet away, and any creature within 5 feet of the target must succeed on a Strength saving throw against your Brawl save DC or be pushed 5 feet away.
Momentary Evasion: Until the start of your next turn, you gain a +2 bonus to your AC, and attacks of opportunity against you are made with disadvantage.
Mach Strike
Classification: Brawl
Tier: Paradise
Casting Time: 1 Reaction, to rolling initiative
Range: Movement Speed
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, Melee, Unarmed
Description: You were taught to end a fight as quickly as possible, and you aim to do so. You may move up to your movement speed and make an Unarmed Strike against a target in range. On hit you deal your Unarmed Strike Damage + 3d6. The target must succeed on a Constitution Saving Throw or it is Dazed for their first round of Combat.
At Higher Ranks: For each rank you cast this technique above Paradise, increase the cost by 3 and the damage by 2d6.
Perceptive Aim
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 120 Feet
Duration: Instant
Cost: 8 Energy
Keywords: W (Any Ranged)
Description: You fire off every receptor in your mind and eyes locking onto one creature you can see within range. For the duration, select one creature to mark. The selected creature cannot benefit from any cover short of full-cover. When you would deal damage with a ranged attack, you deal an additional +1 weapon damage die. A creature remains marked until you can no longer see it or this Technique ends. Once a creature is no longer marked, you must recast this technique to mark them again.
At Higher Ranks: For each rank you cast this Technique above Paradise increase the cost by 3 and the number of creatures you can mark by +1.
Range Extender
Classification: Brawl
Tier: Paradise
Casting Time: Bonus Action
Range: Self
Duration: Concentration, Up to 1 minute
Cost: 6 Energy
Keywords: W (Any Ranged), F
Description: You focus all your energy into your eyes, increasing your perceptive range, and allowing you to work with a much farther range. For the duration, the first time you would make a ranged attack per turn, you double the range of the attack.
Weapon Relay
Classification: Brawl
Tier: Paradise
Casting Time: Action
Range: 60ft
Duration: Instant
Cost: 6 Energy
Keywords: Brawl, Weapon, Melee
Description: You launch your weapon towards an allied creature you can see in range, ordering them to strike with it in your place. Select one willing creature you can see in range and you throw your chosen weapon to them. Until the end of the current turn, the weapon thrown retains all bonuses and effects as if you were wielding it. The target creature can spend their next bonus action immediately to make one melee attack, targeting a creature in their range, dealing the weapons damage + your ability modifier. As a part of the same action, the allied creature can choose to throw your weapon back to you.
Barrage
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 30 Feet
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, Unarmed
Description: As part of the activation of this technique, the target creature must be airborne or falling. Make three unarmed attacks on the falling creature dealing your unarmed damage + 2d8. If you succeed all 3 attacks, the target gains one rank of bruised. At Higher Ranks: For each rank you cast this technique above paradise, increase the cost of this techniques by 3 and the number of unarmed attacks attacks by +1.
Passive Defense
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Melee
Duration: 1 Minute (Concentration)
Cost: 9 Energy
Keywords: Brawl, Unarmed (Bludgeoning)
Description: You calm your mind and body, allowing youself to become a being of pure defense. When you use this technique, you cannot take a hostile action or bonus action against a creature. Instead, when you are targeted by a melee attack roll, you may roll an attack yourself. On a hit, roll your unarmed damage die + 2d6. Reduce the damage by that amount, and deal any damage left over.If you end this technique by making a hostile action, it cannot be used again for a minute.
Falling Blade
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 10 Energy
Keywords: Weapon (slashing)
Description: You perform a single Powerful downward slash that slices through just about everything in your path. Make a Brawl Attack check at disadvantage for how obvious your attack path is. On a Hit, Target creature takes 6d10 Slashing damage, and gains 2 ranks of the bleed Condition for 1 minute.
At Higher Ranks: For each rank you cast this technique above Paradise, increase the cost of this technique by 3 and Damage by 2d10
Remorseless Slam
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self
Duration: Instant
Cost: 10 Energy
Keywords: Brawl, Unarmed
Description: As a part of the activation of this technique, you must target a prone creature. Make an unarmed attack against the prone target dealing your unarmed damage + 6d6. This technique can score a critical on a roll of 19 or 20. At Higher Ranks: For each rank you cast this technique above paradise, increase the cost of this technique by 3 and the damage by 1d6
Dragonbomb
Classification: Brawl
Tier: Paradise
Casting Time: Reaction
Range: Melee (5 Feet)
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, Unarmed
Description: When an enemy within 5 feet of you is forced at least 20 feet off the ground, you can react with incredible speed and agility. You leap upward, attempting to grapple the airborne target.
Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). If you succeed, you grasp the target and slam them forcefully to the ground below.
On a successful grapple check, the target takes 4d8 bludgeoning damage and is knocked prone. The grapple then ends.
Heaven Cutter
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self (15-foot wide cylinder)
Duration: Instant
Cost: 10 Energy
Keywords: Brawl, W (Melee Slashing)
Description: You execute a powerful upward slash with your slashing weapon, creating a swirling updraft of force. A 30-foot-high and 15-foot-wide cylinder originates from you. Creatures within this cylinder must make a Strength saving throw. On a failed save, a creature is thrown upwards to the top of the cylinder.
At the end of your turn, creatures and objects that were thrown upwards fall to the ground, landing prone and taking fall damage equal to 1d6 per 10 feet fallen.
Heavenly Punishment
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 12 Energy
Keywords: Brawl, W (Melee Weapon)
Description: You unleash a barrage of strikes with your weapon, exploiting every opening with rapid precision. Roll 1d4+1. Make a number of melee or ranged Brawl attacks equal to the result. Each attack deals your weapon’s damage without adding any modifiers and ignores 6 DR on a hit. These attacks cannot score a critical hit.
At Higher Ranks: For each rank you cast this technique above Paradise, increase the cost of this technique by 4 and increase the die size by one step (D4 > D6 > D8 > D10).
Rocket Uppercut
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self (Melee)
Duration: Instant
Cost: 10 Energy
Keywords: Brawl, Unarmed
Description: You unleash a devastating uppercut, channeling your strength to launch the target high into the air. Make a melee Unarmed attack against a creature within your reach. On a hit, the target takes 3d6 extra damage and must succeed on a Strength saving throw or be launched 30 feet into the air. At the end of your turn the target lands and takes fall damage.
36-Pound Phoenix
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Self (melee)
Duration: Instantaneous
Cost: 15 Energy
Keywords: Brawl, W (Slashing Melee Weapon)
Description: Channeling immense strength into a single, powerful strike, you unleash a whirlwind of devastating blows. Make a melee brawl attack against a single target. On a hit, the target takes normal weapon damage + 6d10 slashing damage. The sheer force of the attack creates a shockwave that extends outward from the impact point. All creatures within a 15-foot cone originating from the target must make a Dexterity saving throw. On a failed save, they take 4d10 slashing damage and are pushed 10 feet away from the target. On a successful save, they take half damage and aren’t pushed.
Storm Volley
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Touch
Duration: Instant
Cost: 12 Energy
Keywords: W (Any Ranged or Thrown), M
Description: You unleash a relentless barrage of arrows or projectiles, each shot imbued with destructive force. Make a single ranged brawl attack against a creature within range. On a hit, the attack deals 8d4 weapon damage.
If you roll 6 or more results of 4 on the d4 damage dice, the sheer force of the attack tears through the target’s defenses, leaving them with a gaping wound. The affected creature gains 5 ranks of Lacerated. The DC for a Medicine check to remove Lacerated is increased to 25.
At Higher Ranks: For each rank you cast this technique above Paradise, increase the cost of this technique by 3 and the damage by 1d4.
Yasopp’s Focus
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Cost: 8 Energy
Keywords: Brawl, W (Any Ranged), M
Description: You hone your focus and aim with unwavering precision at a chosen target. Make a ranged weapon attack, targeting a creature within your line of sight, dealing your weapon’s damage. This attack has a +1 bonus to critical threat range. If you score a critical hit with this attack, you roll your weapon’s damage die an additional time on top of the critical damage.
Tempest Kick Line
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 60 feet
Duration: Instant
Cost: 10 Energy
Keywords: Brawl, Rankyaku
Description: You stomp the wind creating a long range projectile to skewer opponents and make them bleed. Make a brawl attack against a target within 60 feet, on a hit it deals 5d10 damage and inflicts 1 rank of bleed.
Tempest Kick
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 30 feet line, 5 feet wide
Duration: Instant
Cost: 10 Energy
Keywords: Brawl, Ranyaku, Leg Mobility
Description: You perform a powerful kick that sends out an air blade in a line. Each creature in a 60-foot line that is 5 feet wide must make a Dexterity saving throw against your Brawler DC. On a failed save, a creature takes 5d8 slashing damage and gains one rank of Bleed. On a successful save, the creature takes half as much damage and does not gain a rank of Bleed.
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.
Blue Sky Walk
Classification: Brawl
Tier: Paradise
Casting Time: Bonus action
Range: self
Duration: Concentration, Up to 1 minute
Cost: 5 energy
Keywords: Brawl, Geppo
Description: You kick off water blasting off the water like it’s air. For the duration you gain an extra 30 feet of swim speed, and your swim speed is doubled
Rankyaku - White Blade
Classification: Brawl
Tier: Paradise
Casting Time: 1 Action
Range: 40 feet
Duration: instant
Cost: 10 energy
Keywords: Brawl, W, RY
Description: You strike the air with such force and precision with your weapon that you send a wave of air to cut through your enemies. As an action you may make an amount of attacks equal to your action attacks with a range of 40 feet at a target, on a hit it deals your weapon’s damage die + 3d8, additionally the target must make a con save or take 1 rank of bleed.
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.
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.
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.
Kamusari
Classification: Brawl
Rank: Ocean Floor
Cost: 20
Casting Time: 1 action
Range: Self (30 ft cone)
Duration: Instantaneous
Keywords: Brawl, HC, AH, CH, W
Description: Make a weapon attack against a creature within your weapon's range. On a hit all creatures and objects within the cone take your weapon's normal damage as well as 10d10 force damage. All damage done with this technique counts as Haki Infused and ignores 20 DR. They must each make a CHA save against your Brawl DC or become incapacitated for 1 minute While incapacitated, the creature is unconscious but wakes up if it takes damage, or if another creature uses its action to shake them awake. Creatures that are immune to fear effects have advantage on this saving throw.
If you upcast this technique to New World rank or higher, it increases the damage by 3d10, the range of the cone by 15 ft, and the energy cost by 5 for each rank above Ocean Floor. If you cast this technique at Laugh Tale rank, it ignores another 5 DR.
Galaxy Impact
Classification: Brawl
Rank: Ocean Floor
Cost: 20
Casting Time: 1 action
Range: Self (up to 60 ft radius sphere)
Duration: Instantaneous
Keywords: Brawl, HC, AH, CH, U
Description: You concentrate your conqueror's infused armament haki onto your fist and slam it into the ground. All creatures in a sphere with a radius of up to 60 ft (choose each time you cast this technique) must make a constitution saving throw or take 12d10 force damage or half on a successful save. Objects in the sphere that aren't being worn or carried are automatically hit and take double damage from this technique. All damage dealt by this technique is considered haki-infused and ignores 15 DR. You are immune to damage from this technique.
If you upcast this technique to New World rank or higher, it increases the damage by 3d10, the maximum radius of the sphere by 10 ft, and the energy cost by 5 for each rank above Ocean Floor. If you cast this technique at Laugh Tale rank, it ignores another 5 DR.
Erupting Earth
Classification: Brawl
Tier: Ocean Floor
Casting Time: Action
Range: 60ft
Duration: Instant
Cost: 13 Energy
Keywords: 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.
Pin-Point Pressure
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: Melee
Duration: Instant
Cost: 13 Energy
Keywords: Brawl, Unarmed(Bludgeoning)
Description: Through a series of agile and quick strikes, you create a huge shift in pressure in your target’s body. Pick either the target’s arm or leg, and make five melee brawl attacks. If three of the attacks hit, the target loses the ability to use the limb for 1d4 rounds. If all five attacks hit, they cannot use the limb for a minute. If an arm is targeted, the target may not wield weapons and items with that hand. If a leg is targeted, the target loses half their movement speed, or a minute, depending on
how many attacks you land. After this technique is used, you gain a level of exhaustion.
Bulwark
Emission Ripple
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: 60ft
Duration: Instantaneous
Cost: 13 Energy
Keywords: Brawl, 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 or it 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.
Sky Slicer
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: 60 foot radius
Duration: Instant
Cost: 15 Energy
Keywords: Brawl, Rankyaku
Description: You spin as you kick the air letting out a devastating cut strong enough to cut through buildings leaving but destruction in its wake. Everyone within 60 feet must make a dex save or take 10d6 damage and 1 rank of bleeding, or half as much and no bleeding in a successful save.
Giant Rock Throw
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous
Cost: 15 Energy
Keywords: Brawl, Ranged
Description: You lift and hurl an enormous boulder with incredible force. Choose a point within range and throw the boulder with precision. All creatures within a 20-foot radius of the point must make a Dexterity saving throw. On a failed save, a creature takes a d10 times your strength modifier + 3 in bludgeoning damage and is knocked prone. On a successful save, they take half damage and aren’t knocked prone.
360-Pound Phoenix
Classification: Brawl
Tier: Ocean Floor
Casting Time: 1 Action
Range: Self (melee)
Duration: Instantaneous
Cost: 20 Energy
Keywords: Brawl, S (Melee weapon), W (Any melee weapon)
Description: Channeling an overwhelming amount of power into a single, cataclysmic strike, you execute an attack of monumental force. As a full-turn action, make a melee brawl attack against a single target. On a hit, the target takes normal weapon damage plus 10d10 slashing damage.