At 2nd level, your combat experience has given you insight on the weak points of your opponents, and the ability to quickly figure out those of others you encounter as well. These weak points can be targeted to cause various physical effects on the target of them. You start knowing three such attacks: Brain Shaker , Nerve Core Strike , and Heart Stopper Targeted Strikes require that target to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) unless otherwise stated Before you make an unarmed strike, you can call it as a targeted strike. If the attack hits, it deals normal damage in addition to the effect chosen. You cannot call a targeted strike against a creature you have not seen for more than 30 seconds. You can only use one targeted strike per attack.

Bruisers are the ones that fight because they love it. They revel in the fight and the pain, whether it's for the entertainment of others or just themselves. Bruisers have trained and fought hard, sweating blood, sweat, and tears to get to where they are.

When you choose this brawling style at 3rd level, you learn three stances, which are detailed below. You may enter a stance or change your current stance as a bonus action. You may exit your current stance for free. You learn an additional stance at 6th, 10th, 14th and 18th level. Each time you learn a new stance, you may also replace one stance you know with a different one.

Boxers are true pugilists, constantly honing their bodies and minds to take down their opponent in the ring, and out if needed. Fighting is a science, and boxers seek to perfect that science

Your drive to defeat your opponent allows you to push your body beyond its limits in times of desperation. Beginning at 17th level, when you are below half of your maximum hit points, your unarmed strikes deal an additional 1d4 points of bludgeoning damage.

At 13th level, your mind is trained against any distractions on or off the battlefield, allowing you to focus on the task at hand. When you are forced to make a saving throw against being afraid or charmed, you can add a bonus to the roll equal to your proficiency bonus.

You love to fight and you hate to lose. You’ve been down so many times you can keep yourself up just by trying. Starting at 9th level, when you would be reduced to 0 hit points but not killed, you can be reduced to one hit point instead. You may use this feature once per long rest. At 15th level, you can use this feature twice per long rest.

At 7th level, your sheer force of will and strength empowers your body. Your unarmed strikes now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage

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.

When you reach 4th, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can;t increase an ability score over 20 using this feature

At 3rd level, you choose a brawling style that fits you the best. Choose from Boxer, Street Fighter, and Professional Wrestler, all detailed at the end of this class description. The brawling style you choose grants you features at 3rd, 6th, 10th, 14th, and 18th level.

Heart Stopper: You land a solid blow to the target’s heart, slowing them ever so slightly. Until the end of your next turn, the target cannot take reactions, and can only make one attack on their turn, even if they have a multiattack. This does not work on Undead

Nerve Core Strike: You strike the target directly in a cluster of nerves, such as the Solar Plexus. If the target currently has less than 50 hit points, or less than 50% of their maximum hit points, whichever is lower, they are knocked unconscious until the end of their next turn. This does not work on a creature that has no nervous system

Professional Wrestlers often get a bad rap, people claiming that everything they do is fake. Sure it may be scripted, but how many people can say they could follow the same physical script and entertain a crowd?

Beginning at 14th level, you can use your action to attempt to frighten a creature with nothing but your brutal existence. When you do so, choose one creature that you can see within 30 feet of you, it must succeed on a Wisdom saving throw (DC equal to 8 + you proficiency bonus + your Charisma modifier) or be afraid of you for one minute. The creature can repeat this save at the end of each of its turns.

Street fights are rarely one on one. Sometimes you were the one, sometimes you weren’t. Starting at 10th level, creatures cannot gain bonuses on attacks against you because their ally is within 5 feet of you or flanking you.

At 6th level, you can add half your proficiency bonus (rounded up) to any perception or investigation check in cities and towns, and you become proficient in Insight. If you are already proficient in Insight, you may add twice your proficiency bonus to all Insight checks.

You often had to fight on a moment’s notice, using anything you could find. At 3rd level you gain proficiency in improvised weapons, and any improvised weapon you use deal damage equal to your current Fistfighter damage die. If you use an improvised weapon for a ranged attack, the damage die is reduced by one level (Minimum 1d4). You also gain proficiency in Daggers, Light Hammers, Darts, and Shortswords.

You’ve been hit in some nasty places, and you can hit right back in similar fashion. When you choose this brawling style at 3rd level, you gain two additional targeted strikes of your choice from the list below. You gain an additional targeted strike of your choice from the list below at 6th, 10th, 14th, and 18th level, and when you learn an additional targeted strike, you can replace one you already know with a different one.

Street Fighters are a rough and tumble crew. Often there are no rules on the street and you have learned to use that to your advantage.

You have learned to maximize your rest time, knowing that the next round is bound to start soon. Beginning at 18th level, when you take a short rest, treat all hit dice you roll as if you rolled the highest number possible.

You’ve seen so many punches and attacks coming at you, you’re now able to read them and counter. Starting at 6th level, when a creature misses you with a melee attack by 5 or more, you can use your reaction to make an unarmed strike against that creature.

Professional Attacks There were many moves and attacks you used or have seen in the squared circle. You have adapted those into real, viable attacks to use on your enemies. When you choose this brawling style at 3rd level, you gain two professional attacks of your choice from the list below.

Saving Throws: Some professional attacks require a save from the target. The DC for these saves is equal to 8 + your proficiency bonus + your Strength modifier.

Professional attacks are special unarmed strikes that replace normal attacks during the Attack action. You can use more than one professional attack per Attack action, but only one per attack. You cannot use the same professional attack more than once per turn. Professional attacks deal damage one damage dice equal to your Fistfighting die unless otherwise stated. You gain an additional professional attack of your choice from the list below at 6th, 10th, 14th, and 18th level, and when you learn an additional professional attack, you can replace one you already know with a different one. Lariat: If you move at least 15 feet directly towards a creature, you can use this attack to swing out your arm and attempt to slam the target. The target must make a Strength saving throw or be knocked prone. This attack’s damage die is one level above your current Fistfighter die.

If you move at least 15 feet directly towards a creature, you can use this attack to swing out your arm and attempt to slam the target. The target must make a Strength saving throw or be knocked prone. This attack’s damage die is one level above your current Fistfighter die. The People's Elbow: If a prone creature is within 5 feet of you, you may use this attack to drop your elbow directly onto their face or chest. This attack deals an additional 1d8 bludgeoning damage

If a prone creature is within 5 feet of you, you may use this attack to drop your elbow directly onto their face or chest. This attack deals an additional 1d8 bludgeoning damage Dropkick: If you move at least 5 feet towards an enemy, you can leap into the air with both feet forward, kicking the target with full force. The target is pushed 5 feet back and must make a Strength saving throw or be knocked prone. You are knocked prone by this attack. This attack cannot be used on a creature that is more than one size larger or smaller than you.

If you move at least 5 feet towards an enemy, you can leap into the air with both feet forward, kicking the target with full force. The target is pushed 5 feet back and must make a Strength saving throw or be knocked prone. You are knocked prone by this attack. This attack cannot be used on a creature that is more than one size larger or smaller than you. Superkick: This attack takes both one of your attacks if you have more than one, and your bonus action. You kick upwards with full strength, dealing an additional damage die equal to one level below your current Fistfighting die

This attack takes both one of your attacks if you have more than one, and your bonus action. You kick upwards with full strength, dealing an additional damage die equal to one level below your current Fistfighting die Spear: If you move at least 5 feet directly towards a creature, you can use this attack to swing out your arm and attempt to slam the target. The target must make a Strength saving throw or be knocked prone. This attack’s damage die is one level below your current Fistfighting die.

If you move at least 5 feet directly towards a creature, you can use this attack to swing out your arm and attempt to slam the target. The target must make a Strength saving throw or be knocked prone. This attack’s damage die is one level below your current Fistfighting die. RKO: When you attack a creature from behind, you can grab their head, leap forward, and drop their head directly onto your shoulder. This attack knocks the target prone, and they must succeed on a Constitution saving throw or be stunned until the end of their next turn. This attack cannot be used on a creature that is more than one size larger or smaller than you.

When you attack a creature from behind, you can grab their head, leap forward, and drop their head directly onto your shoulder. This attack knocks the target prone, and they must succeed on a Constitution saving throw or be stunned until the end of their next turn. This attack cannot be used on a creature that is more than one size larger or smaller than you. Camel Clutch: If a prone creature is within 5 feet of you, you may use this attack to grapple and restrain the target, climbing on their back and clutching their head and arms backward. This attack takes both one of your attacks if you have more than one, and your bonus action

If a prone creature is within 5 feet of you, you may use this attack to grapple and restrain the target, climbing on their back and clutching their head and arms backward. This attack takes both one of your attacks if you have more than one, and your bonus action Giant Swing: If a prone creature is within 5 feet of you, you may use this attack to grab their legs, swing them around, and throw them, moving them anywhere within 10 feet of you. If the target is one or more sizes larger than you, you must make an Strength check (DC equals 10 + 5 per size larger than you) or the attack fails, having no effect at all.

Crowd Pleaser You trained not only to be physically strong, but also to be a charismatic performer. At 3rd level, you gain proficiency in Performance.

Manhandling Beginning at 3rd level, if you make an unarmed strike with the Attack action, you can make a grapple attack as a bonus action

Up From the Mat Starting at 6th level, you only need to spend 5 feet of movement to get up from being prone

Work the Crowd At 10th level, you gain the ability to Work the Crowd. In combat, you can use your action to call attention to yourself. All enemies within 30 feet must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be distracted. Creatures that fail have disadvantage on attack rolls made against creatures other than you for 30 seconds. Out of combat, you are able to start friendly competitions and shows of physical prowess in taverns and similar environments by spending at least 20 minutes to do so. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses at the end of a long rest.

Good Seller All the great wrestlers are not only good at hitting, but also good at getting hit, and making even the fake blows look absolutely real. At 14th level, you gain proficiency in the Deception skill; if you are already proficient, you may add double your proficiency bonus to all Deception rolls. In addition, when an attack misses you, you can act as if you had been hit, making the opponent believe they are doing better than they are.