Brawler Class v2.0.0

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The Brawler

Exploits Exploit Exploit


Level PB Features Known Die Dice
1st +2 Contender, Iron Physique ─ ─ ─
2nd +2 Brutal Exploits, Sterner Stuff 2 d6 2
3rd +2 Brawler Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Combat Superiority 4 d8 3
6th +3 Resolute Strikes, Archetype feature 4 d8 3
7th +3 Sturdy Frame 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Steel Physique 6 d8 4
10th +4 Archetype feature 6 d8 4
11th +4 Prizefighter (1st-degree) 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Battle Forged 8 d10 5
14th +5 Mercurial Mind 8 d10 5
15th +5 Prizefighter (2nd-degree) 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Archetype Feature 10 d12 6
18th +6 Diamond Physique 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Adamantine Fists 10 d12 6

Class Features Contender


Hit Points You fight with whatever is at your disposal, even if that is only
Hit Dice: 1d10 per Brawler level your fists. For the purposes of your Brawler abilities, Brawler
Hit Points at 1st Level: 10 + your Constitution modifier. attacks are your unarmed strikes, grapples, shoves, and any
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution attacks with improvised or simple melee weapons.
modifier per Brawler level after 1st Beginning at 1st level, so long as you are not wearing heavy
Proficiencies armor or wielding a weapon that has the heavy property, your
Brawler attacks gain the benefits listed below:
Armor: Light armor, medium armor
Weapons: Simple weapons, improvised weapons Whenever you make a Brawler attack you can roll a d6 in
Tools: One gaming set or thieves' tools place of the normal damage die for that weapon. As you
gain Brawler levels, this damage die increases to match
Saving Throws: Strength, Constitution the Exploit Die column on the Brawler table.
Skills: Choose two from Acrobatics, Athletics, Deception, When you take the Attack action on your turn and make
Intimidation, Investigation, Perception, and Stealth. only Brawler attacks, you can use a bonus action on that
Equipment turn to make a grapple, shove, or unarmed strike attack.
As a Brawler, you start with the following equipment:: Brawlers are known for using brutal weapons like brass
any three simple weapons knuckles (clubs), blackjacks (maces), and shanks (daggers).
(a) two light hammers or (b) four javelins
leather armor, one gaming set, and a burglar's pack Iron Physique
Alternately if your group uses the starting wealth rule to Your checkered history has hardened your body, and you have
purchase equipment, a Brawler starts with 2d4 x 10 gp. learned to take a hit better than most creatures. Beginning at
1st level, you can use your Constitution modifier, in place of
Quick Build your Dexterity, whenever you calculate your Armor Class.
You can make a Brawler by using these suggestions. First, Moreover, if you are not wearing any armor, your Armor
make Strength your highest ability score, followed by your Class equals 10 + your Dexterity modifier + your Constitution
Constitution. Second, choose the Criminal background. modifier. You can use a shield and gain this benefit.
Brutal Exploits Combat Superiority
At 2nd level, you have picked up hand-to-hand techniques to Beginning at 5th level, you can attack twice, instead of once,
enhance your combat skill, both on and off the field of battle. whenever you take the Attack action on your turn.
Moreover, you can replace one attack you make as part of
Exploit Dice your Attack action with a Dash, Disengage, or Dodge action.
The Brawler table shows how many Exploit Dice you have to
perform the Exploits you know. To use an Exploit, you must Resolute Strikes
expend one of these Dice. You can only use one Exploit per
attack, ability check, or saving throw, and you regain your Pure determination empowers your fists. Starting at 6th level,
expended Exploit Dice when you finish a short or long rest. your unarmed strikes are considered magical for overcoming
Your Exploit Dice begin as d6s, and increase in size as you resistance and immunity to nonmagical attacks and damage.
gain levels in this class, as indicated in the Brawler table. Sturdy Frame
Exploits Known Beginning at 7th level, your resilient frame lets you shrug off
You know two Exploits of your choice from the list at the end the brunt of certain effects, such as a green dragon's poison
of this class. The Exploits Known column of the Brawler breath or a cone of cold spell. Whenever you are subjected to
table shows when you learn more Exploits of your choice. To an effect that allows you to make a Constitution saving throw
learn an Exploit you must meet any prerequisites it may have, to take only half damage, you instead take no damage if you
like a minimum Ability Score or a minimum Brawler level. succeed on the saving throw, and only half damage if you fail.
Whenever you gain a Brawler level, you can replace one of
the Exploits you know with another Exploit of your choice. Steel Physique
Saving Throws Your physique has been purified in the fires of battle. Starting
If one of your Exploits requires a creature to make a saving at 9th level, when you take damage you can expend one use of
throw, your Exploit saving throw DC is calculated as follows: Sterner Stuff to gain resistance to that instance of damage.
Also, whenever you make a Strength or a Dexterity ability
Exploit save DC = 8 + your proficiency bonus + your check, you can use Sterner Stuff without expending a use.
Strength or Dexterity modifier (your choice)
Prizefighter
Sterner Stuff At 11th level, your ruthless style of brawling becomes second
You may get knocked down, but you will never give up when a nature to you. Once on your turn, you can use one 1st-degree
physical contest is on the line. Starting at 2nd level, whenever Brutal Exploit you know that can be used as part of an attack,
you fail a Strength or Dexterity ability check or saving throw, without expending an Exploit Die.
you can add your Constitution modifier (minimum of +1) to At 15th level, you can use 2nd-degree Brutal Exploits you
the result of your roll, possibly turning failure into success. know in this way, following the same restrictions. Though,
You can use this feature a number of times equal to your you can only use one Brutal Exploit per turn in this way.
Constitution modifier (minimum of once), and you regain all
expended uses when you finish a long rest. When you have Battle Forged
no uses left, you can expend an Exploit Die to use it again. You are always prepared to stand and fight. At 13th level, you
Brawler Archetype gain proficiency in Dexterity saving throws. Also, when you
roll initiative you regain one expended use of Sterner Stuff.
At 3rd level, choose one of the following Brawler Archetypes
that best represents your combat style: Champion, Enforcer, Mercurial Mind
Martial Artist, Pugilist, or Righteous Fist. Beginning at 14th level, if you are frightened, paralyzed, or
The Brawler Archetype you choose grants you features at stunned at the start of your turn, you can expend one use of
3rd level and again when you reach 6th, 10th, and 17th level. Sterner Stuff to instantly end one of those conditions.
Archetype Exploits Moreover, you can use Sterner Stuff whenever you fail an
Most Archetypes have a list of Archetype Exploits you learn at Intelligence, Wisdom, or Charisma saving throw.
the Brawler levels noted in your Archetype description. They
don't count against your total number of Exploits Known and Diamond Physique
can't be switched out for other Exploits. If you don't meet an Your ruthless determination allows you to survive strikes that
Archetype Exploit's prerequisites, you learn it regardless. would be deadly to weaker warriors. Beginning at 18th level,
when you use Steel Physique to gain damage resistance, you
Ability Score Improvement gain temporary hit points equal to any damage you took.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Adamantine Fists
by 2, or two ability scores by 1. As normal, you can't increase At 20th level, your blows send even the most dauntless of foes
one of your ability scores above 20 using this feature. reeling. When you hit a creature with a Brawler attack it has
disadvantage on the first ability check or saving throw that it
is forced to make before the beginning of your next turn.
Brawler Archetype Enforcer
Choose one of the following Brawler Archetypes: Champion, Often found in the ranks of thieves' guilds and other criminal
Enforcer, Martial Artist, Pugilist, or Righteous Fist organizations, Enforcers are Brawlers who use their physical
prowess to control others. To an Enforcer, no tactics are too
Champion dirty or dishonorable, all that matters is achieving their goal.
Champions forgo all other forms of improvement to focus on Enforcer Exploits
enhancing their raw physical might. These immense figures 3rd-level Enforcer Archetype feature
strive to maintain peak physical condition through relentless You learn certain Exploits at the Brawler levels noted in the
training. In battle, Champions perform supernatural feats of table below. These don't count against your total number of
athleticism and overwhelm their foes with their raw power. Exploits Known and can't be switched upon gaining a level.
Champion Exploits Brawler Level Exploit
3rd-level Champion Archetype feature 3rd arresting strike, streetwise
You learn certain Exploits at the Brawler levels noted in the
table below. These don't count against your total number of 5th dirty hit, grasp of night
Exploits Known and can't be switched upon gaining a level. 9th recruit informant
Brawler Level Exploit
3rd feat of strength, ruthless strike
Rough 'em Up
3rd-level Enforcer Archetype feature
5th honor duel, thunderous blow You are adept at using your strength to goad and overwhelm
9th mythic athleticism others. When you hit a creature with a Brawler attack it has
disadvantage on all attacks against creatures other than you
Mighty Warrior until the beginning of your next turn.
3rd-level Champion Archetype feature The Wrong Crowd
The raw physical might that you have cultivated has greatly 3rd-level Enforcer Archetype feature
enhanced your prowess in battle. Your Brawler attacks now If you spend a night carousing in a settlement of any size, you
score a critical hit on a roll of 19 or 20 on the d20. have advantage on all ability checks to gather information on
At 17th level, this range increases again and your Brawler that settlement, its culture, factions, and important figures.
attacks score a critical hit on a roll of 18-20 on the d20. You also learn to speak, read, write, and decipher Thieves'
Remarkable Strength Cant, the secret code and jargon of thieves and criminals.
3rd-level Champion Archetype feature Intimidating Blow
You easily perform feats of might and endurance that seem 6th-level Enforcer Archetype feature
impossible to most. Whenever you make a Constitution or Your ruthless style of fighting inspires fear in your enemies.
a Strength ability check or a Strength saving throw you can Once per turn, If you hit a creature with two or more Brawler
use Sterner Stuff without expending a use of the feature. attacks on your turn, you can force that creature, or another
Peak Athlete creature that can see you within 30 feet to make a Wisdom
6th-level Champion Archetype feature saving throw against your Exploit save DC. On a failed save,
Your physical abilities are peerless. You gain a climbing and it is frightened of you until the end of your next turn.
swimming speed equal to your walking speed, and whenever Nerves of Steel
you take the Dash action you have advantage on all Strength 10th-level Enforcer Archetype feature
(Athletics) checks for the remainder of your current turn. Fear is a weapon to be used against sniveling cowards and
Devastating Critical the weak. You gain immunity to the frightened condition.
10th-level Champion Archetype feature Ruthless Pursuit
Whenever you score a critical hit with a Brawler attack you 10th-level Enforcer Archetype feature
deal additional damage equal to your Brawler level. Once you have a foe in your sights it is rare that they escape
At 17th level, when you score a critical hit with a Brawler your grasp. You have advantage on any Strength (Athletics)
attack, you can maximize the damage instead of rolling. Once checks you make to grapple creatures that are frightened of
you do you must finish a long rest before you can do so again. you, and you have advantage on Brawler attack rolls against
Legendary Champion creatures that are frightened of you or grappled by you.
17th-level Champion Archetype feature No Mercy
You are a nearly perfect physical specimen and have become 17th-level Enforcer Archetype feature
exceedingly hard to kill. If you begin your turn with less than You have no qualms about exploiting the weaknesses of foes
half of your hit points remaining, but at least 1 hit point, you and you make sure to target them whenever you can. When
regain hit points equal to 5 + your Constitution modifier. you force a creature that is frightened of you or grappled by
you to make a saving throw to resist the effects of a Brutal
Exploit, it has disadvantage on its saving throw.
Martial Artist Pugilist
While most Brawlers focus only on their physical perfection, Often considered the purest path a Brawler can pursue, those
Martial Artists also pursue inner enlightenment. Tempering known as Pugilists value physical perfection and victory over
rigorous training with meditation and study, these wise ones all else. These impressive warriors are found anywhere glory
strive for complete mastery over their body, mind, and spirit. can be won through physical combat or competition.
Martial Artist Exploits Pugilist Exploits
3rd-level Martial Artist Archetype feature 3rd-level Pugilist Archetype feature
You learn certain Exploits at the Brawler levels noted in the You learn certain Exploits at the Brawler levels noted in the
table below. These don't count against your total number of table below. These don't count against your total number of
Exploits Known and can't be switched upon gaining a level. Exploits Known and can't be switched upon gaining a level.
Brawler Level Exploit Brawler Level Exploit
3rd lightstep, sweeping strike 3rd brace up, counter
5th defensive stance, redirect 5th concussive blow, knock out
9th armored stance 9th mythic resilience

Practiced Strikes Deadly Combo


3rd-level Martial Artist Archetype feature 3rd-level Pugilist Archetype feature
Practice has made your chosen techniques second nature to Your fists fly quick as lightning. Whenever you use a Brutal
you. Once per turn when you hit with a Brawler attack, you Exploit as part of an action on your turn, you can make two
can use a Brutal Exploit you know that can be used as part Brawler attacks as a bonus action on that turn.
of an attack without expending an Exploit Die.
You can use a Brutal Exploit this way a number of times Fancy Footwork
equal to your Wisdom modifier (minimum of once), and you 3rd-level Pugilist Archetype feature
regain all expended uses when you finish a long rest. You can seamlessly weave strikes and footwork to keep your
enemy on their toes. When you hit a creature with a Brawler
Warrior Sage attack you can immediately move 5 feet without provoking an
3rd-level Martial Artist Archetype feature opportunity attack from the creature you hit.
You gain proficiency with one set of artisan's tools and one
musical instrument of your choice, and whenever you make Solid Strikes
an ability check that uses either of the proficiencies you gain 6th-level Pugilist Archetype feature
a bonus to your roll equal to one roll of your Exploit Die. The force of your strikes sends your foes reeling. When you
hit a creature with a Brawler attack, you can use concussive
Ebb and Flow blow or knock out without expending an Exploit Die. When
6th-level Martial Artist Archetype feature you use knock out in this way it is as if you spent one Die.
You use your foes' momentum against them. When a creature You can use this feature a number of times equal to your
misses you with a melee attack, you can use your reaction to Constitution modifier (minimum of once), and you regain all
force it to make a Dexterity saving throw against your Exploit expended uses when you finish a long rest.
Save DC. On a failure, it suffers one of the following effects:
Finisher
It is knocked prone and loses its remaining movement. 10th-level Pugilist Archetype feature
You move it 10 feet away from you in a straight line. You know the perfect time to strike to end a brawl. When you
You can make a single Brawler attack against it. use knock out, you can treat the Exploit Dice you roll as their
Master of Many Forms maximum possible value in place of rolling.
10th-level Marital Artist Archetype feature Once you use knock out in this way you must finish a long
You are able to master new techniques with ease. Over the rest before you can do so again.
course of a short or long rest, you can practice your martial Thick Skull
arts and replace one Brutal Exploit you know of 1st or 2nd- 10th-level Pugilist Archetype feature
degree of with another Brutal Exploit of the same degree. Your lifestyle has forced you to adapt to being struck in the
You also gain proficiency in Wisdom saving throws. head. You gain resistance to psychic damage, and you have
Enlightened Martial Artist advantage on saving throws to resist the stunned condition.
17th-level Martial Artist Archetype feature Devastating Reprisal
You are an unparalleled master of martial arts and strike with 17th-level Pugilist Archetype feature
both wondrous power and speed. You gain the benefits below: You punish even the smallest openings in your foe's defenses.
When you make an unarmed strike as a bonus action, you You can use counter at will without expending an Exploit Die.
can make two unarmed strikes instead of the normal one. When you use counter, you can forgo the bonus damage to
You gain one additional reaction per round, but it can only make one additional Brawler attack against your attacker.
be used for Ebb and Flow or an opportunity attack.
Righteous Fist Anointed Magic
While most Brawlers fight only for themselves, those known Brawler Spells Divine Divine
as Righteous Fists fight for justice. Brawlers of the Righteous Level Known Favor Limit
Fist stand as paragons of justice and enforce this view of the 3rd 2 2 1
world with their fists. They can channel divine power through
their physical bodies and use their radiant fists to defend the 4th 2 3 1
weak and punish those who take advantage of the innocent. 5th 3 3 1
Anointed Magic 6th 3 4 1
3rd-level Righteous Fist Archetype feature 7th 4 4 2
Fervent devotion to justice grants you the ability to channel
Divine Favor to cast holy spells, much like a Paladin does: 8th 4 4 2
Divine Favor. This devotion is represented by a pool of 9th 5 5 2
Divine Favor. The Anointed Magic table shows how much
Divine Favor you have to cast Paladin spells of 1st-level and 10th 5 5 2
higher. To cast a Paladin spell, you must expend Divine Favor 11th 5 5 2
equal to the spell's level. You regain all your expended Divine
Favor each time you finish a short or long rest. 12th 5 6 2
Divine Limit. Your Brawler level limits the amount of 13th 6 6 3
Divine Favor that you can channel at once, and is reflected
in the Divine Limit column of the Anointed Magic Table. 14th 6 6 3
Spells Known of 1st-Level and Higher. At 3rd level, 15th 6 7 3
you learn two 1st-level spells of your choice from the Paladin 16th 6 7 3
spell list. The Spells Known column of the Anointed Magic
table shows when you learn more Paladin spells of 1st-level 17th 7 7 3
and higher. Any spell you learn must be of a level equal to, or 18th 7 7 3
lower than, the Divine Limit for your Brawler level.
Whenever you gain a level, you can choose one Paladin 19th 7 8 4
spell you know and replace it with another Paladin spell of 20th 7 8 4
your choice of a level equal to your Divine Limit or lower.
Spellcasting Ability. Charisma is your spellcasting ability Righteous Smite
for your Paladin spells, so you use your Charisma whenever 3rd-level Righteous Fist Archetype feature
a spell refers to your spellcasting ability, when you set a spell Whenever you hit a creature with an unarmed strike, you can
saving throw DC, or when you make a spell attack roll. channel Divine Favor to deal additional radiant damage to the
Spell save DC = 8 + your proficiency bonus creature. This bonus radiant damage equals two rolls of your
+ your Charisma modifier Exploit Die for the first point of Divine Favor, plus one roll of
your Exploit Die for each point of Divine Favor beyond that.
Spell attack modifier = your proficiency bonus
+ your Charisma modifier Combat Magic
Channel Divinity
6th-level Righteous Fist Archetype feature
You seamlessly weave minor spells with your strikes. When
3rd-level Righteous Fist Archetype feature you expend Divine Favor to cast a spell as an action, you can
You can draw upon your fervor for righteousness to produce make two Brawler attacks as a bonus action on that turn.
miraculous effects. You know two Channel Divinity effects, Also, when you roll initiative you can Channel Divinity to
both are listed below. When you Channel Divinity, you choose use Peerless Athlete or Righteous Fists.
which option to use. You must then finish a short or long rest
before you can use either Channel Divinity option again. Enchanted Strike
Channel Divinity: Peerless Athlete
10th-level Righteous Fist Archetype feature
Your strikes weaken your enemy's resistance to your divine
As a bonus action, you can draw on your fervor to augment spells. When you hit a creature with a Brawler attack, it has
your physical abilities. For 10 minutes, you have advantage disadvantage on the first saving throw you force it to make
on Strength (Athletics) and Dexterity (Acrobatics) checks; the against a Paladin spell before the end of your next turn.
weight you can carry, push, drag, and lift is doubled; and the
distance of your long and high jumps increases by 10 feet. Fists of Legend
17th-level Righteous Fist Archetype feature
Channel Divinity: Righteous Fists You expertly weave spell and strikes together. When you take
As a bonus action, you can utter a prayer of power to imbue the Attack action on your turn, you can cast a Paladin spell
your fists with divine justice. For 1 minute, or until you are with a casting time of one action in place of one attack.
incapacitated, your unarmed strikes deal radiant damage in Moreover, you can expend a use of your Channel Divinity
place of the normal bludgeoning damage, and they score a as a bonus action to regain expended Divine Favor equal to
critical hit on a roll of 19-20 on the d20. your Charisma modifier (minimum of 1).
Feat of Strength
Brutal Exploits Prerequisites: Strength or Constitution of 11
Below are the Exploits available to the Brawler. If an Exploit When you make a Strength or Constitution ability check you
has a prerequisite, like a minimum Ability Score or level, you can expend Exploit Dice (up to your proficiency bonus), roll
can learn it at the same time you meet the prerequisites. those dice, and add the result to your ability check. You can
do so after you roll the d20, but before you know the result.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more Feint
complicated than swinging a weapon. They can be learned by As a bonus action, you can expend one Exploit Die to feint,
Brawlers with modest training and have no level prerequisite. forcing a creature that can see you within 15 feet to make a
Wisdom saving throw. On a failed save, you have advantage
Arresting Strike on your attacks against it until the end of your current turn.
When you hit a target with a weapon attack, you can expend First Aid
one Exploit Die and force it to make a Dexterity saving throw.
On a failure, it takes bonus damage equal to one roll of your As an action, you can touch a creature that has at least 1 hit
Exploit Die and its speed is 0 until the start of your next turn. point and expend Exploit Dice (up to your proficiency bonus),
roll those dice, and that creature regains a number of hit
Brace Up points equal to the total roll + its Constitution modifier.
Prerequisites: Constitution of 11 Hurl
You steel yourself for combat, preparing yourself to take a hit.
As a bonus action, you can expend one Exploit Die and gain Prerequisites: Strength of 11
temporary hit points equal to 1 + your Constitution modifier. In place of an attack, you can expend an Exploit Die to throw
an object that you are holding at a target you can see within
Commanding Presence 60 feet. The target must succeed on a Dexterity saving throw
Prerequisites: Charisma or Strength of 11 or both the object and target take bludgeoning damage equal
When you make a Charisma (Persuasion) or Charisma to one roll of your Exploit Die + your Strength modifier.
(Intimidation) check you can expend one Exploit Die, roll it, At 11th level, the range of this Exploit becomes 120 feet.
and add the result to your ability check. You can do so after
you roll the d20, but before you know if you succeed. Inquisitive Eye
Also, whenever you would make a Charisma (Intimidation) Prerequisites: Intelligence or Wisdom of 11
check, you can make a Strength (Intimidation) check instead. When you make an Intelligence (Investigation) or a Wisdom
(Insight) check you can expend one Exploit Die, roll it, and
Counter add the result to your ability check. You can do so after you
Prerequisites: Dexterity of 11 roll the d20, but before you know if you succeed or fail.
When a creature you can see misses you with a melee attack, Lightstep
you can use your reaction to expend an Exploit Die and make
a single melee weapon attack against your attacker. On hit, Prerequisites: Dexterity of 11
you add one roll of your Exploit Die to your damage roll. When you make a Dexterity (Acrobatics) or a Dexterity
(Stealth) check you can expend one Exploit Die, roll it, and
Crushing Grip add the result to your ability check. You can do so after you
Prerequisites: Strength of 11 roll the d20, but before you know if you succeed or fail.
When you grapple a creature, you can expend one Exploit Mighty Leap
Die to enhance your grip. When you initiate this grapple, and
at the start of each of the grappled creature's turns, it takes Prerequisites: Strength of 11
bludgeoning damage equal to one roll of your Exploit Die. When you move at least 10 feet immediately before you jump,
you can expend Exploit Dice (up to your proficiency bonus) to
Dazing Blow increase the distance of your jump by 10 feet for each Exploit
Prerequisite: Strength of 11 Die expended, even if this exceeds your remaining speed.
When you hit a creature with an unarmed strike, you can Mighty Thrust
expend an Exploit Die, forcing it to make a Wisdom saving
throw. On a failed save, the creature must subtract one roll Prerequisites: Strength of 11
of your Exploit Die from the first ability check, attack roll, In place of an attack, you can expend an Exploit Die to force a
or saving throw it makes before the start of your next turn. target you touch to make a Strength saving throw. On a failed
save, it is knocked back in a straight line number of feet equal
Disarm to 5 times your Strength modifier. A target that is more than
When you hit a creature with a weapon attack, you can one size larger than you has advantage on its saving throw.
expend an Exploit Die to force it to make a Strength saving Precision Strike
throw. On a failed save, it takes additional damage equal to
one roll of your Exploit Die, and it drops one item of your Prerequisites: Dexterity of 11
choice that it is currently holding on the ground at its feet. As part of a weapon attack you can expend one Exploit Die,
roll it, and add the result to your attack roll. You can use this
Exploit after you roll, but before you know if you hit or miss.
Quick Quip 2nd-Degree Exploits
Prerequisites: Intelligence or Charisma of 11
While speaking, you can expend an Exploit Die to tell a short Exploits of the 2nd-degree represent the peak of martial skill
joke, quip, or another humorous anecdote. Creatures of your achievable by warriors without dedicated training. These can
choice within 10 feet that can both hear and understand you be learned by any Brawler of 5th level or higher.
forget everything you said during the 10 seconds proceeding Aggressive Sprint
this Exploit, and instead only remember your quip. Prerequisites: 5th level
Creatures that are immune to being charmed are immune As a bonus action, you can expend one Exploit Die to move
to this Exploit. Once you use this Exploit on a creature, it is up to your walking speed toward a hostile creature that you
immune to the effects of this Exploit for the next 24 hours. can see and make a single melee weapon attack against it.
Reposition Blinding Debris
As a bonus action, you can expend one Exploit Die to switch Prerequisites: 5th level, Dexterity of 13
places with a conscious and willing creature within 5 feet of As a bonus action, you can expend an Exploit Die to attempt
you. This movement does not provoke opportunity attacks. to blind a creature with debris. A creature you can see within
Either you or the creature you switched places with gains 10 feet must succeed on a Constitution saving throw or take
temporary hit points equal to one roll of your Exploit Die. piercing damage equal to one roll of your Exploit Die and
Roguish Charm become blinded until the beginning of your next turn.
Prerequisites: Charisma of 11 Concussive Blow
As an action, you can expend an Exploit Die and force a Prerequisites: 5th level, Strength of 13
creature within 10 feet that can hear and understand you to When you hit a creature with a melee weapon attack, you can
make a Wisdom saving throw, and it does so with advantage expend an Exploit Die to empower your attack and force it to
if you or your allies are fighting it. On a failure, it is charmed make a Constitution saving throw. On a failed save, the target
by you for 1 hour, and regards you as a friendly acquaintance suffers the effects below until the beginning of your next turn:
for the duration. Though, it will not risk its life for you.
This effect immediately ends if you or your companions do Its speed becomes 0, and it can speak only falteringly.
anything harmful to the creature, and when the effect ends It has disadvantage on attack rolls and ability checks.
this way, the target realizes that it was deceived by you. It has disadvantage on Dexterity saving throws.
Once a creature succeeds on its saving throw against this Attack rolls against it have advantage.
Exploit it is immune to this Exploit for the next 24 hours. Crippling Strike
Ruthless Strike Prerequisites: 5th level
Prerequisites: Strength of 11 When you hit a target with a weapon attack, you can expend
When you hit a target with a melee weapon attack, you can an Exploit Die to cripple one of its senses. It must succeed
expend Exploit Dice (up to your proficiency bonus), roll the on a Constitution saving throw or it takes additional damage
dice, and add them to the damage roll of that attack. equal to one roll of your Exploit Die and is blinded, deafened,
or cannot speak (your choice) until the start of your next turn.
Streetwise
Prerequisite: Charisma of 11 Defensive Stance
If you are in a settlement, you can make Charisma (History) Prerequisites: 5th level
and Charisma (Investigation) checks instead of the normal As a bonus action, you can expend an Exploit Die to enter a
Intelligence (History) or Intelligence (Investigation) checks. defensive stance that lasts until the start of your next turn.
Also, when you make a Charisma (History) or a Charisma Each time a creature you can see targets you with an attack
(Investigation) check you can expend one Exploit Die, roll it, while you are in this stance, you can roll your Exploit Die and
and add the result to your ability check. You can do so after add the result to your Armor Class against that attack.
you roll the d20, but before you know if you succeed or fail. Dirty Hit
Sweeping Strike Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can When you hit a creature with a melee weapon attack, you can
expend an Exploit Die and force it to make a Dexterity saving expend an Exploit Die to strike at a vulnerable area. It must
throw. On a failure, it takes bludgeoning damage equal to one succeed on a Constitution saving throw or it takes additional
roll of your Exploit Die and falls prone. A creature more than damage equal to a roll of your Exploit Die, it falls prone, and
one size larger than you has advantage on its saving throw. it can't take reactions until the start of your next turn.
Warding Strike Glancing Blow
When a creature moves within the reach of a melee weapon Prerequisites: 5th level
you are wielding, you can use a reaction to expend an Exploit When you make a melee weapon attack and miss, you can
Die and make a single attack against it with that weapon. On expend an Exploit Die to immediately repeat your attack
hit, you add one roll of your Exploit Die to your damage roll. against another target within the reach of your weapon.
Grasp of Night Rending Strike
Prerequisite: 5th level, Wisdom of 13 Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend Exploit Dice (up to your When you hit a creature with a melee weapon attack, you can
proficiency bonus) to touch a creature, attempting to knock it expend an Exploit Die to rend its armor. It must succeed on a
out. For each Exploit Die that you spent you roll three Exploit Dexterity saving throw or it takes additional damage equal to
Dice, adding your Wisdom modifier to the total of all the dice. one roll of your Exploit Die and its Armor Class is reduced by
If your total roll meets or exceeds the creature's remaining hit 1 until the damage is repaired, or it finishes a long rest.
points, it instantly falls unconscious for 10 minutes.
The creature wakes up early if it takes damage or another Ringing Strike
creature uses its action to shake or slap the creature awake. Prerequisites: 5th level
When you hit a creature with a melee weapon attack, you can
Honor Duel expend an Exploit Die to send it reeling. It must succeed on a
Prerequisites: 5th level Wisdom saving throw or it must subtract 1d4 from all ability
As a bonus action, you can expend an Exploit Die and shout a checks, attack rolls, and saving throws it makes for 1 minute.
challenge at a foe. One creature of your choice within 30 feet A creature can repeat this saving throw at the end of each
that can see or hear you must make a Wisdom saving throw. of its turns, ending the effect on a success.
On a failed save, the creature has disadvantage on all attack
rolls it makes against targets other than you for 1 minute. Thunderous Blow
The creature can repeat this saving throw at the end of Prerequisites: 5th level, Strength of 13
each of its turns, ending the effect on a success. This effect When you hit a creature with a melee weapon attack, you can
ends early if you attack a creature other than the target. expend an Exploit Die to empower your attack with immense
force. The creature must succeed on a Strength saving throw
Immovable Stance or take additional damage equal to a roll of your Exploit Die
Prerequisites: 5th level, Strength or Constitution of 13 and be knocked back in a straight line number of feet equal to
As a bonus action, you can expend an Exploit Die to enter an 5 times your Strength modifier. A creature that is more than
immovable stance that lasts until you move from the space. one size larger than you has advantage on its saving throw.
Each time a creature attempts to grapple, move you against
your will, or move through your space while you are in this 3rd-Degree Exploits
stance it must first succeed on a Strength saving throw. On Exploits of the 3rd-degree can only be learned by Brawlers of
a failed save, you can instantly grapple it or knock it prone. 9th level and higher. Each 3rd-degree Exploit you know can
Knock Out only be used once per short or long rest.
Prerequisite: 5th level, Strength of 13 Adrenaline Rush
When you hit a creature with an unarmed strike, you can Prerequisites: 9th level, Strength or Constitution of 15
expend Exploit Dice (up to your proficiency bonus) in an As a bonus action, you can expend an Exploit Die to increase
attempt to knock it out. For each Exploit Die that you spend your speed, if only temporarily. For the next minute, you can
you roll four Exploit Dice, adding your Strength modifier to take the Dash action as a bonus action on each of your turns,
the total of all the dice. If your total roll meets or exceeds its including as part of the bonus action that you use this Exploit.
remaining hit points, it falls unconscious for 1 hour.
It wakes up early if it takes damage or regains hit points. Armored Stance
Prerequisites: 9th level, Constitution of 15
Martial Focus As a bonus action, you can expend an Exploit Die to enter an
Prerequisites: 5th level armored stance which lasts until you move from your current
As part of a weapon attack you can expend an Exploit Die to space. While you are in this stance you resist all bludgeoning,
grant yourself advantage on your attack roll. You can use this piercing, and slashing damage, and you have advantage on all
Exploit after you roll, but before you know if you hit or miss. Strength and Constitution saving throws.
Menacing Shout Disorienting Blow
Prerequisites: 5th level, Constitution or Charisma of 13 Prerequisites: 9th level, Strength of 15
As a bonus action, you can expend one Exploit Die and force When you hit a creature with a melee weapon attack, you
one creature within 30 feet that can see or hear you to make can expend an Exploit Die to strike with overwhelming force,
a Wisdom saving throw. On a failed save, it is frightened of dealing additional damage equal to two rolls of your Exploit
you until the end of your next turn and must use its action to Die and it must succeed on a Wisdom saving throw or suffer
move as far away from you as possible without harming itself. the following effects for 1 minute:
Redirect Its speed is halved and it cannot take reactions.
Prerequisites: 5th level Its Armor Class is reduced by 2.
When a creature you can see misses you with a melee attack, It has disadvantage on Dexterity saving throws.
you can use your reaction to expend an Exploit Die and force On its turn it can only take an action or a bonus action.
it to attack another creature of your choice within range of its It cannot make more than one attack during its turn.
attack, adding one roll of your Exploit Die to its attack roll. It can make a Wisdom saving throw at the end of each of
its turns, ending these effects on a success.
This Exploit's effects do not stack with the slow spell.
Incite Violence Recruit Mercenary
Prerequisites: 9th level, Intelligence or Charisma of 15 Prerequisites: 9th level, Intelligence or Charisma of 15
As an action, you can expend an Exploit Die and whisper You can expend an Exploit Die and spend 1 hour to recruit a
words violent words to a creature that can understand you humanoid Mercenary from a settlement you currently occupy.
within 5 feet. It must succeed on a Wisdom saving throw or For this Exploit to work, there must be a willing humanoid,
take psychic damage equal to two rolls of your Exploit Die such as a bounty hunter, adventurer, or other sellsword in a
and instantly use its reaction to make a melee attack against settlement of significant size, as determined by the DM.
a creature of your choice within its reach. If no other creature You choose to recruit a Brute or Scout, which determines
is within its reach, the target has disadvantage on the next certain traits in their stat block. They use the Mercenary stat
attack roll it makes before the start of your next turn. block below, and roll their own initiative in combat. On their
turn, they do their best to follow any orders you have given. If
Mythic Athleticism not, they will defend themselves to the best of their ability.
Prerequisites: 9th level, Strength or Constitution of 15 The Mercenary remains in your service until you dismiss
As a bonus action, you can expend Exploit Dice (up to your them, they abandon you, or they die. You do not regain the
proficiency bonus) to enter a heightened state of physical Exploit Die spent on this Exploit until they leave your service.
performance which you must concentrate on as if you were You can only have one Mercenary in your service at a time.
concentrating on a spell. You gain the benefits listed below: Recruiting another causes others to abandon you.
Whenever you make a Strength or Constitution check,
you can treat a roll of 9 or lower on the d20 as a 10.
Your walking speed increases by a number of feet equal
to 5 times your Strength modifier (minimum of 5 feet). Mercenary
You count as one size larger for the purposes of carrying Medium Humanoid, any Non-Lawful Alignment
capacity and the size of creatures that you can grapple.
Both your long and high jump distances double, even if Armor Class (Brute) 18 (scale mail, shield)
that distance would exceed your remaining movement. Armor Class (Scout) 15 (studded leather)
The effects last for 10 minutes for each Exploit Die spent Hit Points 6 + five times your level
as part of this Exploit, and end early if you are incapacitated. Speed 30 ft.

Mythic Resilience STR DEX CON INT WIS CHA


Prerequisites: 9th level, Constitution of 15 16 (+3) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 8 (-1)
When you take damage from a source you can see, you can
expend Exploit Dice (up to your proficiency bonus) to reduce
the incoming damage. For each Exploit Die you expend you Saving Throws Str +6, Dex +6
roll three Exploit Dice, adding your Constitution modifier to Skills Athletics +6 (Brute), Stealth +6 (Scout)
the total of all the dice. You reduce the damage by the total. Senses passive Perception 12
Languages common and one other language
If the total rolled exceeds the amount of damage, you gain Proficiency Bonus +3
temporary hit points equal to the remaining amount.
Recruit Informant Hit Dice. The Mercenary has a number of d10 Hit
Prerequisite: 9th level, Charisma or Intelligence of 15 Dice equal to your level. It also gains all the normal
benefits of both short and long rests.
You can expend an Exploit Die and spend 1 hour to recruit a
humanoid Informant from a settlement you currently occupy. Morale. If you fall to 0 hit points the Mercenary does
For this Exploit to work, there must be a willing humanoid, everything in its power to flee and return home.
such as an urchin, criminal, thief, spy, or other rapscallions in Rough & Tumble (Brute). The Mercenary can use a
a settlement of significant size, as determined by the DM. bonus action to attempt a Shove or Grapple.
They won't aid you in combat or risk their life for you, but
they will gather information, rumors, news, and secrets in Cunning Strike (Scout). If the Mercenary makes an
that settlement. During each long rest, they will seek you out attack with advantage, it deals 2d6 bonus damage.
and deliver this information if you are in the same settlement. Slippery (Scout). The Mercenary can use a bonus
Your Informant remains in your service until you dismiss action to take the Disengage or Hide action.
them or they die. However, you do not regain the Exploit Die
spent on this Exploit until they leave your service. Actions
Having more than one Informant in a settlement increases Battleaxe (Brute). Melee Weapon Attack: +6 to hit,
the accuracy and secrecy of information they gather for you. reach 5 ft., one target. Hit: 1d8 +3 slashing damage.
Shortsword (Scout). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Shortbow (Scout). Ranged Attack: +6 to hit, range
80/320, one target. Hit: 1d6 +3 piercing damage.
Survey Settlement Staggering Blow
Prerequisite: 9th level, Dexterity or Charisma of 15 Prerequisites: 13th level, Strength of 17
You can expend an Exploit Die and spend 1 hour gathering When you hit a creature with a melee weapon attack, you can
information on up to 1 square mile of a settlement that you expend an Exploit Die to strike with near-supernatural power,
currently occupy. At the end of the hour, you gain knowledge dealing additional damage equal to three rolls of your Exploit
about three of the following as they relate to the area: Die. The target must succeed on a Wisdom saving throw, or
Any active factions and faction outposts within the area. for the next minute it has disadvantage on all ability checks
Prominent buildings, gathering places, and cultural sites. and attack rolls and it cannot take reactions.
Powerful (CR 1 or higher) politicians or military leaders. The creature can make a Wisdom saving throw at the start
Loyalties, beliefs, rumors, and fears of the local populace. of each of its turns, ending these effects on a success.
Secret alleyways, doors, hideouts, or storefronts. Sundering Strike
Once you use this Exploit to survey a settlement you must Prerequisite: 13th level, Strength of 17
finish a long rest before you can use it in that location again. In place of an attack, you can expend an Exploit Die to strike
a creation of magical force, such as a prismatic wall, resilient
4th-Degree Exploits sphere, or forcecage with a melee weapon you are wielding.
Exploits of the 4th-degree are only able to be mastered by the Any magical creations created with a spell slot of 3rd-level or
most elite warriors in a kingdom. These can only be learned lower are instantly destroyed by your strike.
by Brawlers of 13th level and higher. Each 4th-degree Exploit If the magical creation was created with a spell of 4th-level
you know can only be used once per short or long rest. or higher, make a Strength check. The DC equals 10 + the
level of the spell slot used to create it. On a successful check,
Clandestine Source the magical creation is instantly destroyed by your strike.
Prerequisites: 13th level, Intelligence or Charisma of 17 Unbreakable
While in a settlement of sufficient size, you can expend an Prerequisites: 13th level, Constitution of 17
Exploit Die and spend 1 hour using the Thieves' Cant found When you take damage that would reduce you to 0 hit points,
throughout the settlement to track down a significant figure even if that damage would kill you outright, you can expend
of the criminal underworld to ask questions of. Exploit Dice (up to your proficiency bonus) and fall to 1 hit
Should the DM decide that such a figure exists within the point. For each Exploit Die you spent, roll three Exploit Dice,
settlement, you must approach them alone, and must make a and you gain temporary hit points equal to the total roll.
DC 15 Intelligence or Charisma saving throw (your choice) to
convince them to grant you an audience. On a failed save, you 5th-Degree Exploits
are reduced to 0 hit points, and your body is left unconscious
in an alleyway or gutter somewhere in that settlement. Exploits of the 5th-degree are techniques and skills that rival
On a successful save, you have 2 minutes to ask the figure demigods and heroes of legend. These can only be learned by
up to five questions. The figure answers each question with Brawlers of 17th level and higher. Each 5th-degree Exploit
one word, such as "yes," "no," "maybe," "never," "irrelevant," you know can only be used once per long rest.
or "unclear" (if they do not know the answer). If a one-word Banishing Strike
answer would be misleading, the figure might instead offer Prerequisites: 17th level, Strength of 19
a short phrase as an answer to that question. When you hit a creature with a melee weapon attack, you can
Once you use this Exploit in a settlement (successfully or expend an Exploit Die to strike with legendary power, dealing
unsuccessfully), you cannot use it there again for 7 full days. bonus force damage equal to four rolls of your Exploit Die. It
must succeed on a Charisma saving throw, or be shunted to a
harmless demiplane where it is incapacitated. At the start of
Multiclassing and the Brawler your next turn it reappears in the unoccupied space nearest
If your group uses the optional multiclassing rule, to the last space it occupied when you hit it with this attack.
here's what you need to know when you choose to
take your first level in the Brawler class. Mortal Blow
Ability Score Minimum. As a multiclass character, Prerequisites: 17th level
you must have at least a Strength score of 13 to When you hit a creature with a melee weapon attack, you can
take a level in this class, or to take a level in expend an Exploit Die to strike with supernatural accuracy at
another class if you are already a Brawler. its most vulnerable point. It must succeed on a Constitution
Proficiencies Gained. If Brawler isn't your initial
class, you gain proficiency in light and medium
saving throw or it is considered vulnerable to the damage of
armor, simple weapons, and improvised weapons. this attack. If you had advantage on your attack roll, it makes
Exploits. If you learn Exploits from more than one this Constitution save with disadvantage.
of your class, subclass, or other features, follow the Regardless if the creature succeeds or fails on this saving
rules and table linked below to determine the total throw, it takes additional damage of your weapon's type equal
number and size of your Exploit Dice, and the total to four rolls of your Exploit Die. Finally, if the damage of this
number of Exploits Known from each feature that attack reduces the creature to 50 hit points or fewer, it falls
grants you Exploits: Alternate Martial Multiclassing. prone and is stunned until the beginning of its next turn. A
creature can use a Legendary Resistance to avoid this effect.
License
OPEN GAME License Version 1.0a The following text is the property of 6. Notice of License Copyright: You must update the COPYRIGHT
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14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You unenforceable, such provision shall be reformed only to the extent
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5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Contributions are Your original Creation and/or You have sufficient Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
rights to grant the rights conveyed by this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
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