brawler 5e monster
At 15th level, you add +2 to all of your unarmed strikes' damage and attack rolls, and +1 to all of your improvised weapons' damage and attack rolls. When the grammar has been changed so that this template is no longer applicable please remove this template. When you catch the object, you reduce its damage by 1D10 + your strength mod. At 10th level, the damage is increased to 1d8. Tools: None From now on when you attack unarmed you deal 1d6 Bludgeoning Damage. Fighter Folio © 2018 Total Party Kill Games; Authors: Brian Berg, Mark A. Hart. Starting at 2nd level, your speed increases by 5 feet while you are not wearing medium or heavy armor. Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per brawler level after 1st, Armor: Light armor | GumshoeSRD

At 14th level you learn one of these maneuvers, you can use it a number of times equal to your strenght or dexterity modifier (whatever is hight) before you must finish a long rest: Lucky Style: When you make a melee attack or a melee attack is made against you, you can force the reroll of the dice after the attack is made but before the results is know. If the damage of the attack is reduced to 0, you can throw the weapon back at the target, you're only able to throw the weapon 20-60 feet. First, Dexterity or Strength should be your highest ability score, followed by Constitution. See pages that link to and include this page. Experimenting.

Starting at 2nd level, your speed increases by 5 feet while you are not wearing medium or heavy armor, or wielding a shield. This damage increases to d10 at 10th level and d12 at 18th. In addition the bonus speed gained from Improved Light Armored Movement is increased to 10 feet. View wiki source for this page without editing.

Weapons: Simple Weapon, Shortsword This depends on your upbringing more than anything else, in this you are self-taught in some way, At 3rd level, if you have some sand or dirt in your inventory or ground you can expend a bonus action to force the target to roll a dexterity saving throw (DC= 8+ strength modifier+ proficiency modifier) if the target fails they have disadvantage on attack rolls and Dexterity saving throws for one round, At 5th level and up every time you critical an attack roll. Starting at 17th level, if you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. | d20PFSRD At 20th, up to twice per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

When the brawler enters a fight, they need no sword or knife to defeat their enemies. Starting at 7th level, you have proficiency in improvised weapons. Saving Throws: Strength, Dexterity Oct 16, 2017 - This Pin was discovered by Daniel Janke. This page is of questionable balance. An accurate picture of most Fighters who choose this archetype. Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Unless otherwise stated, the content of this page is licensed under, Music Game Archive & Community for Musicians of All Levels. your own Pins on Pinterest At the same time, the brawler learns the simple truth of combat: you must accept blows if you wish to deliver them. Firstly why the talk about improvised weapons? This depends on your upbringing more than anything else, in this you are trained. View and manage file attachments for this page. To qualify for multiclassing into the Brawler class, you must meet these prerequisites: Strength 13, Dexterity 13, Constitution 13, Proficiencies.

At 18th level, you add +2 to improvised weapons. Additionally, their damage is treated as 1d6 + your Strength modifier with the Versatile trait (1d8 and two-handed if they're large enough). At 10th level, the damage is upgraded to 1d6. Append content without editing the whole page source. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

At 8th level people start to notice you being an honorable fighter people trust you, you have advantage on all speech checks in towns you helped or fought honorably in. At 6th level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th you gain proficiency in Constitution Saving Throws. Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Brawler level after 1st. In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ...I merely pointed out that when you said monks were dex focused it's very easy to change this, but changing a fighter to be good with unarmed is a lil bit trickier. This one is pretty nice, not perfect but very cool, Help support GITP's forums (and ongoing server maintenance) via Patreon, https://drive.google.com/file/d/0B_7...WVU/view?pli=1, The Chivalrous Knight - a Fighter martial archetype (5E), Adaption of the Binder class from 3.5 to 5E, End-of-Book Hiatus (and Holiday Ornament), Reduced Pre-Order Shipping Rates to Canada and Europe, If this is your first visit, be sure to If bashing a dragon's face in with a chair as you sucker punch it sounds appealing, then this is the archetype for you.

Nonplayer Characters.

Starting at 2rd level, when you make your first attack using your fists or a Brawler Weapon you are proficient in, on a successful hit the attack's damage increases by one Damage Die depending on your current martial damage, 1d6 at 2nd level, 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 16th level. Edit this Page | All pages needing balance, You can help D&D Wiki by improving the grammar on this page. | 13th Age SRD

This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. You cannot knock out a target of larger size than yourself. My variation is to have it under the Fighter class. | Design Finder 2018 If you do not understand the English language please leave comments on this page's talk page before making any edits. Throwing sucker punches is your bread and butter. Calloused, hardened, and brutal, the brawler’s fists split flesh, shatter bone, and pulverize organs with blinding speed and devastating accuracy. | FateCoreSRD At 18th level, you may throw a creature you are grappling (range 20/40) if they are no more than one size larger than you, dealing the same damage as an improvised weapon (without versatile) to both targets.

How did you learn to fight? In addition, you can now make 3 Flurry of blow before you must make a short or long rest. The target gets sucker punched in the face making it dizzy giving it disadvantage for its next attack, At 8th level and beyond you can grapple onto an opponent with them having to succeed a strength saving throw to get out of it, can only be used an the a target once and only 3 uses per long rest, At 9th level when you attack your attack rolls 19 and 20 is now a critical hit, At 10th level and beyond you can look at an NPC in the eye to give them a glimpse into the horrors you have caused or seen to get advantage on all speech rolls, At 11th level, you learned how strong your legs are you can now attack with your legs deal the same damage as you would with your fists, At 15th level, you can send a loud roar and everything in a 20-foot radius around you must make a Charisma save to not be intimidated by you.

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