Martial Archetype: The Brawler Every problem can be solved if you hit it hard enough. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. All other original material in this work is copyright 2017 by Michael Baird and was created using The Homebrewery.

Fighting Style The following style is now available for fighters, paladins, and rangers. Wrestler You gain advantage on strength ability checks to grapple or shove creatures that are your size or smaller. Martial Archetype Brawler Whether fighting for sport or survival, the archetypal Brawler uses a natural physical ability to pummel and wear down opponents. Preferring to use their hands over more conventional weapons, Brawlers rely on their immense strength and power to fearlessly stand toe-to-toe with even the fiercest enemies. Heavy Hands By 3rd level, you have learned to channel your raw strength through your fists, making them just as effective as a traditional weapon. You can roll a d6 in place of the normal damage of your unarmed strike. This die becomes a d8 at 10th level. Combination Points Starting at 3rd level, you begin to gain power as a fight progresses. This power is represented by combination points. You gain 1 combination point each time you successfully grapple, shove, or hit a hostile creature with an unarmed attack. You may then spend these combination points to incorporate powerful combinations into your fighting. The maximum number of combination points you are allowed to possess at one time is equal to your Constitution modifier (minimum of one). Any unspent combination points are lost at the end of combat. This feature is unavailable while wearing heavy armor or while wearing a shield. Combinations. You learn three combinations of your choice which are detailed under "Combinations" below. Many combinations enhance an attack in some way. You can use only one combination per attack. You learn two additional combinations of your choice at 7th, 10th, and at 15th level. Each time you learn new combinations, you can replace one combination you know with a different one. Saving Throws. Some of your combinations require your target to make a saving throw to resist the combination's effects. The saving throw DC is calculated as follows:



Combination DC = 8 + your proficiency bonus + your Strength modifier. Dominance At 7th level, your fighting ability is apparent to even the most stubborn foes. You gain advantage on ability checks made when attempting to intimidate or persuade creatures you have defeated in combat or contests of strength.









Brute Strength At 10th level, your strength has reached monstrous proportions. You count as a creature one size larger than you for the purposes of grappling and shoving. Additionally, the maximum distance you can shove a creature increases by 5 feet. Bravado By 15th level, your confidence has become nearly as powerful as your fists. You can't be frightened. Adrenaline Rush Starting at 18th level, the thirst for combat flows through your veins. Each time you use your Action Surge, you gain 2 combination points.

Combinations The combinations are presented in alphabetical order. Bob and Weave You can spend 1 combination point to take the Dodge action as a bonus action on your turn. Bodyslam Before you make a shove attack against a creature on your turn, you can spend 1 or more combination points to attempt a powerful slam. On a successful shove, you throw the creature to the ground, knocking it prone and dealing bludgeoning damage equal to your unarmed strike for each combination point spent in this manner + your Strength modifier. Cheap Shot Before you attack a creature with an unarmed strike, you can spend 2 combination points to attempt a dirty blow. On a successful hit, that creature must make a Constitution saving throw or be incapacitated until the end of its next turn. This move is ineffective against creatures without discernable vital organs. Clinch As a bonus action, you can spend 1 combination point to force a creature you are grappling to make a Strength saving throw. If the creature fails, it is restrained while you maintain the grapple. Counter Immediately after a creature within 5 feet of you misses you with a melee attack, you can use your reaction to spend 1 combination point and make an unarmed strike or grapple attempt against that creature. Gouge Before you make an attack against a creature with an unarmed strike, you can spend 1 combination point to attempt to blind that creature. On a hit, you deal normal damage and force that creature to succeed on a Dexterity saving throw or be blinded until the end of its next turn. This move is ineffective against creatures without discernable eyes. Guard When you are hit by a melee attack, you can use your reaction to spend 1 combination point to gain resistance to all bludgeoning, piercing and slashing damage dealt by that attack. Haymaker Before you make an unarmed attack against a creature, you can spend 1 or more combination points to attempt a devastating punch. If the unarmed attack hits, you can roll one additional damage die for each combination spent in this manner.









Hook When you hit a creature with an unarmed strike on your turn, you can spend 1 combination point to make an additional unarmed strike against the creature as a bonus action. You gain advantage on this attack if you have hit this creature with at least two unarmed strikes this turn. Stick and Move When you hit a creature with an unarmed strike on your turn, you can spend 1 combination point to take the Disengage action as a bonus action. Submission As a bonus action against a creature you are grappling, you can spend 2 combination points to force that creature to make a Strength saving throw or be locked into a brutal submission hold. On a failed save, the creature has disadvantage on all attack rolls made against you, and you can choose to deal damage equal to your Strength modifier to that creature in place of an unarmed strike. While you maintain the grapple, you can repeat this damage in place of each unarmed strike you wish to make against the creature. At the end of each of its turns, the grappled creature may perform a Strength saving throw. On a successful save, the creature escapes the grapple. If a creature fails this saving throw a number of consecutive turns equal to 3 + the creature's Constitution modifier (if the modifier is positive), the creature must succeed on a Constitution saving throw or be knocked unconscious for 1 minute. Takedown When you grapple a creature, you can spend 1 combination point to attempt to wrestle that creature to the ground. The creature must succeed on a Strength saving throw or be knocked prone.