Fighter: The Brawler

Brawlers are rough and tumble fighters who eschew the use of weapons in favor of their own fists. Whether they act as thugs in the dark alleys of thriving cities or as bodyguards to rich merchants and nobles, Brawlers are unpredictable fighters who depend only on their wits and their physical prowess to survive.

Bare-Knuckle Boxing

Brawlers rely above all on their bare knuckles or on whatever weapons they can find in their environment.

Starting at level 3, your damage with unarmed attacks or with improvised weapons increases to 1d4 + STR modifier. You have proficiency in unarmed strikes.

This damage increases to 1d6 at level 6 and 1d8 at level 14

Combat Superiority

When you choose this archetype at 3rd level, you learn dirty tricks that are fueled by special dice called superiority dice.

Dirty Tricks You learn three tricks of your choice, which are detailed under "Tricks" below. You can use these dirty tricks by using a superiority dice.

You learn an additional two tricks of your choice at levels 7 and 15.

Superiority Dice You have four superiority dice, which are d8s. A superiority dice is expended when you use it. You regain all of your superiority dice when you finish a long or short rest.

You gain another superiority dice at 7th level and one more at 15th

Saving Throws Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:

Trick Save DC = 8 + Your Proficiency Bonus + your Strength or Dexterity modifier.

Street Smarts

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You gain proficiency in the Perception, Investigation, or Intimidation skill (choose one)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Brawler's Resolve

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Dirty Tricks

The tricks are presented in alphabetical order.

Behind You! You can expend a superiority die as a bonus action on your turn to try and distract a creature. You have advantage on your next attack roll against the creature during the same turn. If the attack hits, add the superiority die to the attack's damage roll.

Counterpunch When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make an unarmed strike against this creature. If you hit, you add the superiority die to the attack's damage roll. If the target fails a Wisdom saving throw, it is Stunned until the end of your next round.

First Strike At the beginning of combat, you can expend a superiority die and add the result to your initiative roll.

Hammer Blow When you target a creature with an unarmed strike, you can expend a superiority die and add its result to the attack's damage roll. The creature must succeed on a Dexterity save or it is Prone and its speed is reduced to 0 until the end of your next turn.

Headbutt You can expend a superiority die as a bonus action on your turn if you take the Attack action. You deliver one additional unarmed strike to the target and add the superiority die to the attack's damage roll.

Iron Chin When a creature damages you with a melee attack, you can use your reaction and spend a superiority die to reduce the damage by the number you roll on the superiority die + your CON modifier.

Plexus Punch When you target a creature with an unarmed strike, you can expend a superiority die and add its result to the attack's damage roll. The creature must succeed on a Constitution save or it is stunned until the end of your next turn.

Pummeling At the beginning of your turn, you can expend a superiority die and add the result to the damage rolls of all unarmed strikes which you make this turn against a creature who is Prone, Stunned, Paralyzed, or Restrained.

Sucker Punch When a creature attacks a target other than you within your reach, you can use your reaction to expend a superiority die and make an unarmed strike against the attacker. You add the superiority die to the attack's damage roll.