You start with the following equipment, in addition to the equipment granted by your background:

Deadly even with nothing in their hands, a brawler eschews using the fighter's heavy armour and the monk's mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile and able to adapt to most enemy attacks, a brawler's body is a powerful weapon.

Martial Arts

Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing medium armor, heavy armor or wielding a shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain brawler levels, as shown in the Martial Arts column of the Brawler table.

• When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. 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.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your brawler level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Athletic Prowess

Starting at 2nd level, your quick thinking and athleticism enable you to move and react quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Dodge action.

Martial Archtype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Brawler's Strike

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unshakeble Will

Beginning at 9th level, getting up from prone only uses 5 feet of movement, in addtion whenever you are knocked prone by another creature, you have advantage on all attack rolls against that creature for one mintue.

Mighty Blow

Beginning at 10th level, You can choose to have an attack deal 1 additional damage die and push the target 5 feet back, you must declair you are using this ability before you roll, whether or not you hit, the ability is expended.

Once you use this ability, it cannot be used again until you finish a short or long rest.

Engine

Beguining at 13th level, you become proficient in constitution saving throws and you do not suffer the effect of exhaustion until you have at lest 4 points of exhaustion.

Improved Mighty Blow

Beguining at 14th level, whenever you use your Mighty Blow class feature, the extra damage you deal is increced by 1 damage die (2 total). in addition you push the target back 10 feet instead of 5 and the target target falls prone.

Man Without Fear

Beguinning at 15th level, You have resitance agaisnt phychic damage and are immune to the frightened condition.

Superior Mighty Blow

Beguining at 18th level, whenever you use your Mighty Blow class feature, the extra damage you deal is increced by 1 damage die (3 total). in addition you push the target back 15 feet instead of 10 and the target falls unconcious, but stabalized for 1 round.