All other original material in this work is copyright 2017 by Michael Baird and was created using The Homebrewery.

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At 18th level, you are able to push your body past its limit. When in combat, you ignore the negative effects of up to three levels of exhaustion. You remove all levels of exhaustion after a long rest.

At 15th level, your strength has reached monstrous proportions. You have advantage on Strength checks and you count as a creature one size larger than you for the purposes of grappling.

Beginning at 10th level, your confidence has become nearly as powerful as your fists. You have advantage on saving throws to resist being frightened and can use your Strength modifier in place of your Charisma modifier for the purposes of intimidation.

By 7th level, you have learned to deal with pain that others would be unable to handle. When you are wearing light or no armor, you may add your Constitution to your total Armor Class, igno. You are unable to benefit from this feature while wearing a shield.

Knockouts. Whenever you reduce a hostile creature to 0 hit points with an unarmed attack or combination move, you regain one combo point.

Exhaustion. You can choose to push your body past its limits and regain combo points. You can choose to take one level of Exhaustion and regain one combo point per level of Exhaustion taken in this manner. Standard Exhaustion rules apply.

Also at 3rd level, you You gain a number of combo points equal to your Constitution modifier. You can spend combo points to perform various combinations. Combo points can be regained in the following ways:

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 save DC = 8 + your proficiency bonus + your Strength modifier.

Combination Moves. You learn three combination moves of your choice, which are detailed under “Combinations” below. Many combination moves change your attack in some way, and some utilize your current Heavy Hands die. You can only use one combination per attack.

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

By 3rd level, you have learned to use your fists just as effectively as any weapon. You can roll a d6 in place of the normal damage of your unarmed strike. You are unable to use this feature while wearing medium and heavy armor or while wearing a shield.

The archetypal Brawler uses natural fighting ability to pummel and wear down opponents. Lacking formal training, Brawlers rely on their natural strength and power to fearlessly stand toe-to-toe with even the fiercest enemies.

You know the safest enemy is the one within your reach. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

Combinations

The combinations are presented in alphabetical order.

Bob and Weave. On your turn, you can spend 1 combo point use your reaction to assume an evasive stance. Doing so grants a +2 bonus to your AC until the start of your next turn.

Bodyslam. When you take the Attack action on your turn against a creature you are grappling, you can use your bonus action to slam your target to the ground. You can spend 1 combo point to force that creature to make a Strength saving throw. On a failed save, you throw the creature to the ground, dealing bludgeoning damage equal to your Strength modifier plus the maximum number on your current Heavy Hands die and knocking it prone. On a successful save, the creature takes no damage and is no longer grappled.

Cheap Shot. When you hit a creature with an unarmed attack, you can spend 1 combo point and attempt a dirty hit against the target. The target must succeed on a Dexterity saving throw or be incapacitated until the end of its next turn. This move is ineffective against a creature that does not have discernable vital organs.

Clinch. When you take the Attack action on your turn against a creature you are grappling, you can use your bonus action to attempt to lock onto your target. You can spend 1 combo point to make an additional grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is stuck in your grasp and you have advantage on unarmed attack rolls made against the target while you maintain the grapple.

Counterpunch. After a creature misses you with a melee attack, you can spend 1 combo point to use your reaction and make an unarmed attack against that creature.

Cross. Immediately after you take the Attack action on your turn, you can spend 1 combo point to make an unarmed strike as a bonus action.

Dive Attack. When you take the Attack action on your turn you can spend 1 combo point to make a diving attack at an enemy in place of a regular attack. If the target is Large or smaller, the target must make a Dexterity saving throw. On a failed save, the target takes 1d10 bludgeoning damage for every 10 feet you jumped and is knocked prone. On a successful save, you take the bludgeoning damage instead and are stunned until the end of your next turn. A Huge or larger creature automatically fails the save, but takes half damage from your attack.

Ear Clap. When you hit a creature with an unarmed attack, you can spend 1 combo point and attempt to deafen the target. The target must succeed a Constitution saving throw or be deafened until the end of its next turn. This move is ineffective against a creature that does not have ears.

Full Nelson. When you take the Attack action on your turn against a creature you are grappling, you can forgo one of your attacks and use a bonus action to allow one of your allies to strike. When you do so, choose a friendly creature who can see or hear you within five yards of the creature you are grappling and spend 1 combo point. That creature can immediately use its reaction to make one weapon attack with advantage against the creature you are grappling.

Gouge. When you hit a creature with an unarmed attack, you can spend 1 combo point and attempt to blind the target. The target must succeed a Constitution saving throw or be blinded until the end of its next turn. This move is ineffective against creatures that do not have eyes.

Guard. When a creature hits you with a melee attack, you can use your reaction and spend 1 combo point to reduce the damage equal to the maximum number found on your Heavy Hands die.

Haymaker. You can spend 1 combo point to attempt a devastatingly wild punch. When making an unarmed attack roll not already at disadvantage, you can impose disadvantage on this attack. On a successful hit, you can add one additional Heavy Hands die to the damage of this attack.

Head Strike. When you hit a creature with an unarmed attack, you can spend 1 combo point and attempt to disorient the target. The target must succeed on a Constitution saving throw or have disadvantage on attack rolls until the end of its next turn. This move is ineffective against a creature that lacks a head.

Leg Lock. When you make an attack against a prone creature, you can instead spend 1 combo point to make a grapple check against your target, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, the target is restrained. This move is ineffective against a creature that does not have legs.

Stick and Move. When you hit a creature with an unarmed attack on your turn, you can make an attempt to slip out of your target’s reach. You can spend 1 combo point to take the Disengage action as a bonus action and move up to half of your remaining movement for the round.

Push Kick. When you hit a target with an unarmed attack, you can spend 1 combo point and attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.

Takedown. When you take the Attack action on your turn against a creature you are grappling, you can forgo one of your attacks and attempt to pin the target to the ground. You can spend 1 combo point to make an additional grapple check, a Strength(Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. If successful, the target is knocked prone and you restrain your target, giving you advantage on unarmed attack rolls against the target. On a successful save, the target escapes your grapple. When you are pinning your opponent, you are considered prone.