1 The Mad Brawler Since the beginning of time, there have been those who excelled in the art of bare knuckled fighting. Using their brute strength and unparralled endruance to out pace their foes, the Mad Brawlers continue to deliver brutal devistation to their enemies on the fields of battle. Basic Features Hit Points -Hit Dice: 1d10 -Hit points at first level: 10+Con Modifier -Hit points at higher levels: 1d10+Con Proficiencies -Armor: None -Weapons: Simple Weapons, Improvised Weapons -Tools: None -Saving Throws: Strength, Constitution -Skills: Choose two from Acrobatics, Athletics, Intimidation, Stealth, and Survival Equipment • (A)Great Club or (b) 2 Hand Axes • (A)2 Hand Axes (b) 2 Daggers (c) Club • An Explorer’s pack Rage On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: ▪ You have advantage on all Strength checks and Strength saving throws. ▪ When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Mad Brawler, as shown in the Rage Dmg column of the Mad Brawler table. ▪ You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Mad Brawler level in the Rages column of the Mad Brawler table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Credit: Wayne Reynolds Brawling At 1st level, you gain the following benefits while you are unarmed or wielding only Mad Brawler weapons and you aren't wearing armor. ▪ You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Mad Brawler levels, as shown in the Brawling column of the Mad Brawler table. ▪ When you use the Attack action with an unarmed strike or a Mad Brawler weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a Club, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Mad Brawler weapons are Improvised Weapons, Unarmed Strikes, and Simple Melee Weapons. Fearless Attack Starting at 2nd level, when you make your first attack on your turn, you can decide to attack fearlessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn. Brawlers Sense At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

2 Brawler Path Feature When you reach 3rd level, you start traveling down a Mad Brawler Path. The Path you choose grants you features at 3rd level and again at 6th, 10th, and 15th level. Ability Score Increase When you reach 4th level, and again at 8th, 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. 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 18th level in this class. Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. The Mad Brawler Level Proficiency Bonus Features Rage DMG Rage per Day Brawling DMG 1st +2 Rage,Unarmored Defense, Brawling +2 2 1d4 2nd +2 Fearless Attack, Brawlers Sense +2 2 1d4 3rd +2 Brawler Path Feature +2 2 1d4 4th +2 Ability Score Improvement +2 3 1d4 5th +3 Extra Attack, Fast movement +2 3 1d6 6th +3 Rage Empowered Strikes, Brawler Path Feature +2 3 1d6 7th +3 Unbreakable Mind, Brawlers Instinct +2 4 1d6 8th +3 Ability Score Improvement +2 4 1d6 9th +4 Brutal Critical +3 4 1d6 10th +4 Brawler Path Feature +3 4 1d6 11th +4 Unbreakable Body +3 4 1d8 12th +4 Ability Score Improvement +3 5 1d8 13th +5 Brutal Critical(x2) +3 5 1d8 14th +5 Unbreakable Soul +3 5 1d8 15th +5 Brawler Path Feature +3 5 1d8 16th +5 Ability Score Improvement +4 5 1d8 17th +6 Brutal Critical(x3) +4 6 1d10 18th +6 Extra Attack (x2) +4 6 1d10 19th +6 Ability Score Improvement +4 6 1d10 20th +6 Brawling Champion +4 Unlimited 1d10 Rage-Empowered Strikes Starting at 6th level, while you are Raging, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Improvised Weapons An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

3 Brawlers Instinct By 7th level, you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Unbreakable Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Brutal Critical Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. Unbreakable Body Starting at 11th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Unbreakable Soul Beginning at 14th level, you are proficient in all saving throws. Additionally, whenever you make a saving throw and fail, you can reroll it and take the second result a number of times per day equal to your Constitution Modifer. Brawling Champion At 20th level, your raw strength and toughness has reached a new pinnacle. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Notes from the Author The Mad Brawler class was created out of need for an unarmored boxing style warrior. I tried to achieve this with many different builds from the core classes and nothing seemed to work very well. This class is still a work in progress and it draws heavily from the Monk, Barbarian, and Fighter core classes. I look forward to hearing any critisism or praise of the class so that I can use that knowledge to create better content in the future.

4 Mad Brawler Paths: There are many paths that the Mad Brawlers must choose to walk down. They walk down those paths with resiliance and steadfastness. These are the paths of the Brawlers... Prize Fighter The Prize Fighter path looks for the right openings to strike with lethal force. They bring power and quicknes to a new level. Proficiencies: 1 tool proficiency of your choice Improved Critical Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting at 6th level, you gain proficiency in the Athletics skill and gain Expertise in the Athletics skill if you are already proficient in Athletics. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Superior Fast Movement At 10th level, your movement speed while not wearing heavy armor increases an additional 10 feet and you can use a reaction to add your proficiency bonus to your AC against one melee attack per round. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Technical Fighter Technical Fighters use their wits to deliver devastating combat maneuvers to their foes. Proficiencies: 1 skill of your choice Technical Fighter Maneuvers You learn two special maneuvers. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Technical Fighter Dice You start with four Technical Fighter dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another Technical Fighter die at 7th level and one more at 15th level. Saving Throws Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Maneuvers Disarming Blow: When you hit a creature with a weapon attack, you can expend one Technical Fighter die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Technical Fighter die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Bob and Weave: When you move on your turn, you can expend a Technical Fighter die, adding the total to your AC until you stop moving. Demand Respect: When you hit a creature with a weapon attack, you can expend one Technical Fighter die to attempt to goad the target into attacking you. You add the Technical Fighter die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Superman Punch: When you make a melee weapon attack on your turn, you can expend one Technical Fighter die to increase your reach for that attack by 5 feet. If you hit, you add the Technical Fighter die to the attack's damage roll. Deflect Attack: When another creature damages you with a melee attack, you can use your reaction and expend one Technical Fighter die to reduce the damage by the number you roll on your Technical Fighter + your Dexterity modifier. Knockback Punch: When you hit a creature with a weapon attack, you can expend one Technical Fighter die to attempt to drive the target back. You add the Technical Fighter die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.