Brawler

A Warrior Archetype of unarmed fighting, with unarmed strikes that grow from 1d6 to 1d10, a bonus-action strike, grapple advantage and bludgeoning resistance.

Identity

Brawlers are Warriors who learned to fight in rooms with no space to draw a weapon: dock bars, holding cells and boarding corridors a meter and a half wide. There a longsword is a liability, and the method is to get inside the other fighter's guard and stay there. The style has no salle and no manual, and it passes from people who won to people who were standing nearby. A Brawler's unarmed strike grows from 1d6 through 1d8 to 1d10.

Features

  • L3 Bare Hands

    Your unarmed strikes deal 1d6 bludgeoning damage and count as weapons you are proficient with. When you hit a creature with an unarmed strike, you can make one additional unarmed strike as a bonus action. You also have advantage on checks made to Grapple or Shove, and you can attempt to Grapple a creature one size rung larger than you would otherwise be able to.

  • L7 Rough House

    Your unarmed strikes deal 1d8 bludgeoning damage. While you have a creature Grappled you have advantage on melee attack rolls against it, it has disadvantage on attack rolls against creatures other than you, and you move at your full speed while dragging it instead of half speed.

  • L11 Dirty Work

    Once per turn, when you hit a creature with an unarmed strike, you can apply one rider: the target falls Prone, is pushed 10 feet, or has disadvantage on the next attack roll it makes before the end of its next turn. You are also proficient with improvised weapons, and they deal 1d8 damage in your hands.

  • L15 Counter Punch

    You have resistance to bludgeoning damage from nonmagical sources. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make one unarmed strike against it.

  • L18 Fist Mastery Capstone

    Your unarmed strikes deal 1d10 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity. Once per short rest, as an action, you make one unarmed strike against every creature within 5 feet of you. Each creature you hit makes a Strength saving throw against a DC equal to 8 plus your proficiency bonus plus your Strength modifier, falling Prone on a failure.