Brawler (Retired) A Martial Archetype The archetypal brawler overpowers thier enemy with strength. Brawlers focus on grabbing, shoving and tossing foes to control the battlefield with raw might. Bar fights, street brawls, the riot at the docks; a brawler has been in more fights without a sword than with one, and that's taught them a few lessons about fighting close and personal. The Brawler Features Fighter Level Feature 3rd Steely Bones, Stay Down 7th Humanoid Shield 10th Living Projectile 15th Cargo Hold 18th Bear Hug Steely Bones At 3rd level, you can hit hard without a weapon and your grip is iron. Your unarmed strikes deal damage equal to 1d4 + your Strength modifier. Additionally, when you win an ability check contest using Strength against a creature, you may have that creature take damage equal to your Strength modifier. RETIRED CONTENT This sub-class was revised into a barbarian sub-class. See the Path of the Brawler here. Stay Down At 3rd level, through street fights and tavern scraps, you've learned to kick foes when they are down. On your turn, you can use a bonus action to make an unarmed melee attack against a prone or grappled creature. Humanoid Shield At 7th level, you have resistance to bludgeoning, piercing, and slashing damage as long as you are grappling a creature. Living Projectile At 10th level, when you win a contest to shove a creature you are grappling, you can instead choose to push the creature up to 10 feet away from you and knock it prone. Then, each creature within 5 feet of the shoved creature must make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes damage equal to your Strength modifier and is knocked prone. Cargo Hold At 15th level, your movement speed is no longer halved when grappling one or more creatures. Bear Hug At 18th level, when you attempt a grapple, you can choose to attempt to grapple two creatures instead of one. The creatures must be within 5 feet of each other and you. Make a single Strength (Athletics) check contested by each of the creatures, which can succeed or fail separately. You must have a free hand for each grapple target, as normal. However, if both creatures are smaller size than you, you can grapple both with one hand.

Changelog (Current V1.2) V1.2 Improved Shove renamed to Living Projectile, now does damage equal to Strength Modifier for anyone who fails their saving throw, save DC changed to typical spellsave type DC.

Re-worded Bear Hug a little. V1.1 "creature with 0 movement speed" changed to "grappled creature" throughout

Stay Down clarified/changed to only work with unarmed attacks.

clarified/changed to only work with unarmed attacks. Steely Bones combined with Tough Knuckles, now gives bonus damage on successful contested Strength checks. Tough Knuckles removed.

combined with Tough Knuckles, now gives bonus damage on successful contested Strength checks. Tough Knuckles removed. No Tickets >> Improved Shove . Redesigned to allow you to throw creatures into other creatures.

>> . Redesigned to allow you to throw creatures into other creatures. Bear Hug clarified how two grapple checks work. Both targets roll against your single grapple check. Moved to 18th level.

clarified how two grapple checks work. Both targets roll against your single grapple check. Moved to 18th level. Cargo Hold moved to 15th level. Image Artist Credit: Craig J Spearing

Brawler v2 A Martial Archetype The archetypal brawler overpowers thier enemy with strength. Brawlers focus on grabbing, shoving and tossing foes to control the battlefield with raw might. Bar fights, street brawls, the riot at the docks; a brawler has been in more fights without a sword than with one, and that's taught them a few lessons about fighting close and personal. The Brawler Features Fighter Level Feature 3rd Rough and Rowdy, Stay Down (1d4) 7th Brawler's Techniques (1) 10th Brawler's Techniques (2), Stay Down (1d6) 15th Brawler's Techniques (3), Stay Down (1d8) 18th Brawler's Techniques (all) Rough and Rowdy At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Insight, Intimidation, or Perception. Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature. Stay Down At 3rd level, through street fights and tavern scraps, you've learned to kick foes when they are down. On your turn, you can use a bonus action to make a special unarmed melee attack against a prone creature or a creature you are grappling. The attack deals damage equal to 1d4 + your Strength modifier or your unarmed damage. The damage die increases to 1d6 at 10th level and 1d8 at 15th level. Brawler's Techniques Fightin' dirty is different than sword and board. You have mastered technica Techniques. You learn one technique of your choice, which arc detailed under "Techniques" below. Each technique provides a passive benefit and allows you to take a special action once per short rest. You learn an additional technique at 10th, and 15th level, and 18th levels. Each time you learn a new technique, you can also replace one techniques you know with a different one. Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Technique save DC = 8 + your proficiency bonus + your Strength modifier Techniques The techniques are presented in alphabetical order. Arm Wrestler's Grip. Whenever you win an ability check contest using Strength against a creature, you may have that creature take damage equal to your Strength modifier. Once per short rest, you can use your reaction to reroll a Strength check after you have seen the result. You can use this feature an additional time each short rest if you forego your second wind. Bar Keeper's Toss. When you win a contest to shove a creature you are grappling, you can instead choose to push the creature up to 10 feet away or push it 5 feet away and knock it prone. Once per short rest, when you shove a creature this way, you can have each creature within 5 feet of the shoved creature make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes damage equal to your Stay Down damage dice plus your Strength modifier. Henchman's Choke Hold. When you grapple a creature, you can prevent that creature from speaking or casting spells with verbal components. Once per short rest, you can use the Attack action to attempt to knock a grappled creature unconcious. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. When you do so, the grappled creature makes a Strength saving throw. If it fails, the creature is unconcious for a minute or until it takes damage or someone uses an action wake it up. Thug's Shield/Bodyguard's Protection. You have resistance to bludgeoning, piercing, and slashing damage as long as you are grappling a creature. If you grapple an ally, they gain the resistances instead of yourself. Once per short rest, you can use an action to use a grappled creature as a battering ram. When you do so, your movement speed is no longer havled for grappling a creature, and you can move through spaces occupied by opposing creatures, which make a Dexterity saving throw or are knocked prone. Any opportunity attack has a 50% chance of hitting the grappled creature. Wrestler's Reach. You can attempt to grapple creatures two sizes larger than you (instead of one). Additionally, you only need one free hand per two creatures if they are smaller than you. Once per short rest, when you attempt a grapple, you can attempt to grapple a number of creatures for which you have free hands. Make a single Strength (Athletics) check contested by each of the creatures, which can succeed or fail separately. The creatures must be within your reach, and you must have a free hand for each grapple target, as normal.

Path of the Brawler v2 A Primal Path The archetypal brawler overpowers thier enemy with strength. Brawlers focus on grabbing, shoving and tossing foes to control the battlefield with raw might. Bar fights, street brawls, the riot at the docks; a brawler has been in more fights without a sword than with one, and that's taught them a few lessons about fighting close and personal. The Brawler Features Fighter Level Feature 3rd Rough and Rowdy, Brawling Styles 6th Additional Brawling Styles (1) 10th Additional Brawling Styles (2) 14th Additional Brawling Styles (2) Brawling Styles Fightin' dirty is different than with sword and board. You haven't had the priveldge of always having a sword at your side, instead you mastered the many styles of kickin' ass. Styles. You learn one style of your choice, which are detailed under "Style" below. Each style provides a passive benefit and special action, called a Style Move, which you can use once per rage. You learn an additional style at 6th level, and two additional styles 10th and 14th levels. Each time you learn a new style, you can also replace one style you know with a different one. Saving Throws. Some of your Style Moves require your target to make a saving throw to resist the style moves's effects. The saving throw DC is calculated as follows: Style Move save DC = 8 + your proficiency bonus + your Strength modifier Rough and Rowdy At 3rd level, whenever you win an ability check contest using Strength against a creature, or a creature fails a saving throw against one of your Style Moves, you may have that creature take bludgeoning damage equal to your rage damage. Styles The styles are presented in alphabetical order. Arm Wrestler's Comeback. You can add your Strength modifier to the damage dealt by Rough and Rowdy. Style Move. Once per rage, when you lose an ability check contest using Strength while it isn't your turn, you can use your reaction to reroll one d20 and use the new result. Bar Keeper's Toss. While raging, when you win a contest to shove a creature you are grappling, you can instead choose to push the creature up to 10 feet away or push it 5 feet away and knock it prone. Style Move. Once per rage, when you shove a creature this way, you can have each creature within 5 feet of the shoved creature make a Dexterity saving throw. On a failed save, the creature is knocked prone. Bodyguard's Extraction. When you grapple an ally while raging, they gain resistance to bludgeoning, piercing, and slashing damage for as long as you are grappling them. Any damage they take counts as damage against you for the purpose of sustaining your rage. Additionally, your movement speed is not halved when grappling an ally. Style Move. Once per rage, if you are grappling an ally, you can use an action to carry an ally out of battle. When you do so, you double your movement speed for the turn, and your ally's movement does not provoke opportunity attacks. Doorman's Lockdown. You can attempt to grapple creatures two sizes larger than you (instead of one). Additionally, you only need one free hand per two creatures if they are smaller than you. Style Move. Once per rage, you can attempt to grapple as many creatures as you have free hands as a single grapple attempt. Make a single Strength (Athletics) check contested by each of the creatures, which can succeed or fail separately. The creatures must be within your reach, and you must have a free hand space for each grapple target, as normal. Henchman's Choke Hold. When you grapple a creature, you can prevent that creature from speaking or casting spells with verbal components. Style Move. Once per rage, you can use the Attack action to attempt to knock a grappled creature unconcious. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. When you do so, the grappled creature makes a Strength saving throw. If it fails, the creature is unconcious for a minute or until it takes damage or someone uses an action wake it up.

Street Fighter's Cheap Shot. Whenever you make an unarmed strike against a grappled or prone creature, the attack deals damage equal to 1d4 plus your Strength modifier and your Rage Damage. This damage die increases to 1d6 at 10th level and 1d8 at 14th level. Style Move. Once per rage, you can use a bonus action to make an unarmed strike against a grappled or prone creature. Thug's Shield. While you are raging and grappling a creature, you may have it take the other half of any damage which you resist due to your rage. Style Move. Once per rage, you can use an action to use a grappled creature as a battering ram. When you do so, double your (likely halved) movement speed, and you can move through spaces occupied by opposing large or smaller creatures. Whenever you enter a creature's space, it make a Dexterity saving throw or are knocked prone. Wrestler's Takedown. Whenever you succeed on a grapple or shove contest in which you have advantage, you can choose to both grapple and shove the target if using the lower of the two dice would have still won the contest. Once per rage, you can make a single grapple attempt (no extra attacks) after taking the dash action. If you succeed, both you and the target are also prone. Design Discussion Originally, I imagined the Brawler as a Fighter sub-class, and honestly I would still prefer to design a figher sub-class but I've been unable to solve a design flaw. That is, it is a sub-class that desperately craves multiclassing into Barbarian, Rogue or both. That felt like a damning flaw to me (I've got a grudge against multi-classing). Instead, I've designed a Path for the Barbarian, which fits nicely with the flavor. It probably still wants to multiclass into the Rogue, but at least there aren't TWO other classes that it wants to multi-class into. I have been working on this for a while (see Brawler, a Martial Archetype), but a similar brew showed up on the subreddit before I posted this so I wanted to point folks in their direction as well: Path of the Dominator by u/Geniee01